After much printing and cutting, my first prototype of Pretty Princess Wars is done! It's...very colorful.
I did a quick playtest by myself (it's not as lame as it sounds -- it's good to work out the major kinks by oneself before asking someone else to learn the rules). Some number tweaks aside, everything worked tolerably well.
I do have one major concern about the relationship between resources and player choices. As I was playing, my decisions of what to buy were often dictated by the resources I had in my hand. Ideally, the relationship should work in the other direction -- the things I want should inform the resources I try to collect. As is, the gameplay is reactive. I would rather have a game that is proactive, i.e. rewards planning. I may have to change the way resources are collected in order to dial in to the playstyle I'm looking for.
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