Been a while since I last wrote anything. Haven't been able to put a lot of time into Nebula lately, but there have been a couple of developments.
Goals Redux
So, the mission cards I posted about last time didn't really work out. I stand by the idea; I think it was a neat concept. And players liked how they gave you a sequence of goals to follow and injected some story into the game. However, they were too complicated. That material would be better left as an expansion, something to add in once the game starts getting stale. They definitely aren't suited for new players.
So, back to my previous idea. I'm going back to the goal tiles, which always worked reasonably well but just had some balancing issues. Hopefully I may have figured that out?
This latest iteration of the goals has two goal tiles dealt out in the center of the board. Each goal tile has two pieces of information: a 'metric' that refers to a player's progress in one aspect of the game, and a 'minimum' that represents a threshold for that metric. For example, a metric could be 'number of repaired pink spaces' or 'number of marks on the track with the least marks'. The threshold is just a number... 3 or 5 or whatever.
Under this system, scoring goes as follows: for each goal, each player with at least the minimum amount of whatever metric the goal cares about gets 8 points. Then, the player with the most of that metric (or tied for the most) gets an additional 8 points. So each goal is worth up to 16 points, and there are two goals, so 32 points total for getting everything.
This system actually worked better than I expected. The minimum threshold gives players some low-hanging fruit to score, and the 'player with the most' comparison gives a target for overachievers and players who like to outdo others. Adds in a tiny amount of players interaction and forcing awareness of the overall game while not absolutely demanding it; players can ignore some or all of the goal points at their own discretion. While I think the point value is too high (32 points is huge for a game with average point totals in the 60s), the mechanic seems to be sound and I think all it needs is some tweaking.
On top of all that, the system is much simpler compared to previous iterations. Each goal is worth the same number of points. Each goal has the same two comparisons, 'minimum' and 'most'. The goals are balanced for all players; no goals are specific to a player. I think the only potential problem is some goals might not play nice together, but that shouldn't be too complicated to work around.
I hope this idea holds, because I really want to lock this mechanic down.
Center, Left, Right
The idea I had for the cube draft from last time is still there and holding. (Each player pulls three cubes, keeps one, then take one from the player to the left, then from the player to the right.) It's definitely an improvement from the cube market from previous iterations; it flows much faster and encourages all players to participate simultaneously. However, it is apparently a little confusing to keep track of. Both in the digital version of the game and the physical version, there are often some instances of an overzealous player rushing to take their three cubes and potentially grabbing something before the other players are ready, and then a slower player comes along and is lost trying to figure out what happened.
I'm not really sure what to do about this... I did get some compliments about the mechanic; it gives players some agency about what free cubes they get, and encourages a little bit of player interaction. The criticisms though are that it's unnecessary (since later in the game players are getting so many cubes that the colors of the first few are inconsequential) and physically awkward (since players are occasionally reaching past each other). I've been thinking if I can do anything about that, and aside from changing the draft to a bland pick-and-pass system, I don't know how else I can resolve it. So, this mechanic is still not solidified, though it is in the running.
In-Person Meetups
Speaking of a physical copy, just this week my Orlando designer group meet up again, for the first time since COVID hit. It was fantastic to get out of the house and back with my friends! Sure, things were a little different; masks and vaccinations were required for everyone, and we had to pack up when the store was close to closing time instead of the store owners holding the place open for us for a while. Still, it was totally worth it. We're only meeting once every two weeks for now, but it's nice to see reality starting to get back to nromal, at least a little. Looking forward to the next one!
(P.S. I might have another design bubbling in the background, and it might end up showing up at one of these in-person meetups, and it might fit into something a publisher is doing. TONS of speculation and vague possibilities here, but we'll see.)
Spaceship Architecture
I'm not sure what to do with one other idea that I got from one of my recent playtests. I haven't done any implementation of it yet, and I'm not sure that I will, but it's one of those feedback bits that caught my attention and just refuses to let me forget about it.
I had one of my playtesters mention that they liked the crawlspaces mechanism. As in, really liked it. So much so that they wished that that was a larger part of the game. As in, they wanted the ship to have more 'rooms', more discrete areas that can be individually repaired, and maybe more rewards or incentives related to repairing these regions.
While I don't really know what form these areas would take, one positive thing is that there would be little to no mechanical change to implement this; this is entirely a content change. It would amount to rearranging the ship layouts and adding in some strategically positioned walls, probably with some other minor adjustments. I'm a little wary of doing that at the moment, since generating and balancing the ship layouts is a surprisingly large amount of work. Still, I can't think of any specific reason why I shouldn't give it a try, other than the amount of effort it will take.
One added benefit to doing this is that I can inject a little bit of flavor in this way. Instead of just having a loose cluster of green spaces, now I can have a 'medbay'. Or the orange spaces at the bottom can be an 'engine room'. I can even switch it up between ship layouts; the Xyxyx (insects) ship can have a 'hatchery' for life support spaces, the Rhox (angry anthro rhinos) ship can have an 'incinerator' for power spaces, etc.
Laundry List
Feels like there's so much left to do on this...
And that's just to get the next phase of playtesting going. I had been saying for a while that I wanted to launch a Kickstarter in 2021... that's seeming increasingly unlikely, considering the number of steps I have left to do. Still, even though I'm going more slowly than I would like, at least I'm still going. Which means I'll make it to the goal eventually.
Goals Redux
So, the mission cards I posted about last time didn't really work out. I stand by the idea; I think it was a neat concept. And players liked how they gave you a sequence of goals to follow and injected some story into the game. However, they were too complicated. That material would be better left as an expansion, something to add in once the game starts getting stale. They definitely aren't suited for new players.
So, back to my previous idea. I'm going back to the goal tiles, which always worked reasonably well but just had some balancing issues. Hopefully I may have figured that out?
This latest iteration of the goals has two goal tiles dealt out in the center of the board. Each goal tile has two pieces of information: a 'metric' that refers to a player's progress in one aspect of the game, and a 'minimum' that represents a threshold for that metric. For example, a metric could be 'number of repaired pink spaces' or 'number of marks on the track with the least marks'. The threshold is just a number... 3 or 5 or whatever.
Under this system, scoring goes as follows: for each goal, each player with at least the minimum amount of whatever metric the goal cares about gets 8 points. Then, the player with the most of that metric (or tied for the most) gets an additional 8 points. So each goal is worth up to 16 points, and there are two goals, so 32 points total for getting everything.
This system actually worked better than I expected. The minimum threshold gives players some low-hanging fruit to score, and the 'player with the most' comparison gives a target for overachievers and players who like to outdo others. Adds in a tiny amount of players interaction and forcing awareness of the overall game while not absolutely demanding it; players can ignore some or all of the goal points at their own discretion. While I think the point value is too high (32 points is huge for a game with average point totals in the 60s), the mechanic seems to be sound and I think all it needs is some tweaking.
On top of all that, the system is much simpler compared to previous iterations. Each goal is worth the same number of points. Each goal has the same two comparisons, 'minimum' and 'most'. The goals are balanced for all players; no goals are specific to a player. I think the only potential problem is some goals might not play nice together, but that shouldn't be too complicated to work around.
I hope this idea holds, because I really want to lock this mechanic down.
Center, Left, Right
The idea I had for the cube draft from last time is still there and holding. (Each player pulls three cubes, keeps one, then take one from the player to the left, then from the player to the right.) It's definitely an improvement from the cube market from previous iterations; it flows much faster and encourages all players to participate simultaneously. However, it is apparently a little confusing to keep track of. Both in the digital version of the game and the physical version, there are often some instances of an overzealous player rushing to take their three cubes and potentially grabbing something before the other players are ready, and then a slower player comes along and is lost trying to figure out what happened.
I'm not really sure what to do about this... I did get some compliments about the mechanic; it gives players some agency about what free cubes they get, and encourages a little bit of player interaction. The criticisms though are that it's unnecessary (since later in the game players are getting so many cubes that the colors of the first few are inconsequential) and physically awkward (since players are occasionally reaching past each other). I've been thinking if I can do anything about that, and aside from changing the draft to a bland pick-and-pass system, I don't know how else I can resolve it. So, this mechanic is still not solidified, though it is in the running.
In-Person Meetups
Speaking of a physical copy, just this week my Orlando designer group meet up again, for the first time since COVID hit. It was fantastic to get out of the house and back with my friends! Sure, things were a little different; masks and vaccinations were required for everyone, and we had to pack up when the store was close to closing time instead of the store owners holding the place open for us for a while. Still, it was totally worth it. We're only meeting once every two weeks for now, but it's nice to see reality starting to get back to nromal, at least a little. Looking forward to the next one!
(P.S. I might have another design bubbling in the background, and it might end up showing up at one of these in-person meetups, and it might fit into something a publisher is doing. TONS of speculation and vague possibilities here, but we'll see.)
Spaceship Architecture
I'm not sure what to do with one other idea that I got from one of my recent playtests. I haven't done any implementation of it yet, and I'm not sure that I will, but it's one of those feedback bits that caught my attention and just refuses to let me forget about it.
I had one of my playtesters mention that they liked the crawlspaces mechanism. As in, really liked it. So much so that they wished that that was a larger part of the game. As in, they wanted the ship to have more 'rooms', more discrete areas that can be individually repaired, and maybe more rewards or incentives related to repairing these regions.
While I don't really know what form these areas would take, one positive thing is that there would be little to no mechanical change to implement this; this is entirely a content change. It would amount to rearranging the ship layouts and adding in some strategically positioned walls, probably with some other minor adjustments. I'm a little wary of doing that at the moment, since generating and balancing the ship layouts is a surprisingly large amount of work. Still, I can't think of any specific reason why I shouldn't give it a try, other than the amount of effort it will take.
One added benefit to doing this is that I can inject a little bit of flavor in this way. Instead of just having a loose cluster of green spaces, now I can have a 'medbay'. Or the orange spaces at the bottom can be an 'engine room'. I can even switch it up between ship layouts; the Xyxyx (insects) ship can have a 'hatchery' for life support spaces, the Rhox (angry anthro rhinos) ship can have an 'incinerator' for power spaces, etc.
Laundry List
Feels like there's so much left to do on this...
- Finish rewriting the rulebook (very close on this one!)
- Update my google form for receiving playtest feedback
- Finish cleaning up my Discord server so that it can be used for playtesting
- Set up blind playtesting sessions
- Advertise blind testing on social media and Discord
- Re-open my mailing list for signups
And that's just to get the next phase of playtesting going. I had been saying for a while that I wanted to launch a Kickstarter in 2021... that's seeming increasingly unlikely, considering the number of steps I have left to do. Still, even though I'm going more slowly than I would like, at least I'm still going. Which means I'll make it to the goal eventually.