This redesignĀ aims to provide a concise and easily accessible rules guide for players. The aid features clear and organized sections, with each rule or gameplay element presented in a straightforward manner. Icons are incorporated to enhance understanding and serve as visual cues. A visually appealing layout with appropriate colors and fonts makes this player aid visually engaging and inviting to use.Ā
Overall, this design prioritizes clarity, simplicity, and visual appeal to assist players in playing the game, and simply have fun.
In regards to designing the solo mode Automa, my goals were thus (in no particular order):
ā¢It's got to be "thinkless" (e.g. flip a card, do a thing).
ā¢It should be as intuitive as possible. If I need to explain a bit too much it fails.
ā¢It should use existing game components as much as possible.
ā¢It should mimic the feeling of playing against an opponent.
ā¢Ā There should be no overhead of managing an opponent.
I stripped it down to the most basic element and figured the most natural automa would be to play against a Manager card. From there I had some assumptions, that I tested, and the one that worked was to "thinklessly" activate ALL of the manager's abilities, one by one. It simulated pretty closely what another player would do, without needing to manage a hand of cards for them. Because they will "extract" and "lock" cards, suddenly the decision of which card to "demolish" has weight, and it gives room for interesting choices to be made.
ā¢It's got to be "thinkless" (e.g. flip a card, do a thing).
ā¢It should be as intuitive as possible. If I need to explain a bit too much it fails.
ā¢It should use existing game components as much as possible.
ā¢It should mimic the feeling of playing against an opponent.
ā¢Ā There should be no overhead of managing an opponent.
I stripped it down to the most basic element and figured the most natural automa would be to play against a Manager card. From there I had some assumptions, that I tested, and the one that worked was to "thinklessly" activate ALL of the manager's abilities, one by one. It simulated pretty closely what another player would do, without needing to manage a hand of cards for them. Because they will "extract" and "lock" cards, suddenly the decision of which card to "demolish" has weight, and it gives room for interesting choices to be made.