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What I would like, however, is more of everything: Airships, guns and the speciality cards (Captain, Armory and Engineer).
Apart from that suggestion, your game, once more, is very good.
A new update should be coming tonight or tomorrow with a few minor tweaks in response to your feedback. Won't have a chance to change card font for a little while longer, though, as that's a bit tediously time consuming.
- The whole game's designed with the idea of a hard copy physical version being the end goal, so I hadn't been that concerned with fonts rendering too blurry to be read in TTS. You're right, though, some of the wordier cards can put a strain on the eyes.
I'll make some notes to try implementing a few changes for the next update. Thanks again!
In a previous build, each ship started with two guns of their choice equipped. I wanted to add in some random chance and increase the importance of the cards, though, so I took that out. Maybe a happy medium would be starting with two random guns equipped. Pull out the gun cards, shuffle them, each team draws two and equips them before shuffling the rest back into the deck and players draw hands.
- The fire extinguisher card in the engineering deck is the only way to extinguish fire. But you're right, the rulebook doesn't mention it. I'll make a note.
- The die colors have never been an issue in my playtests, but we always just use the number that pops up on hover. They really don't matter other than aesthetically, though; I originally picked those colors for the dice because they aligned nicely with the gun tokens from a previous build that have sense been done away with. So maybe I'll revisit them. Doesn't seem like a big deal, though.
This has a lot of potential, however, we ran into quite a few issues.
- The rulebook doesn't address anything regarding extinguishing fire.
- The yellow die is hard to read, we had to change it into a black die.
- The game is too slow-paced and combat feels boring because of that, we've played one session and after a hour of play only one point of hull damage was dealt, which was promptly repaired with an engineering card. There's simply not enough damage dealt quickly enough.
- The altitude trackers were bumping each other, adjacency was very hard to deal with. We had to scale down the altitude trackers.
- The font used on cards is unwieldy to read when there's a lot of text.
Hopefully, these issues will be addressed in an upcoming update and I'll be able to convince my group to play again. I'm open to playtest the game as well when possible.
The next playtest I host will likely be a private affair at my bachelor party next weekend, but with any luck, I'll have some time on my hands next week to really delve into this further.
We unfortunately only had a group of 5, which became a group of 4 for the bulk of the game, but I at least got to see how the game plays with a full team of 3 on one side, which was even more entertaining than it has been as a 1 on 1.
I haven't started hosting public sessions; just playtesting it with friends (or by myself) when an opportunity arises. I'll try organizing something with anybody else who wants to learn it once I've got a little more time on my hands and can schedule it in advance. Also on my to-do list is to put together a "how to play" video, again, when I've got some more time on my hands :P
But I'm also curious to see how well the rulebook describes the gameplay. So if you feel so inclined as to give the game a shot on your own, let me know if anything in that rulebook is unclear. Still trying to perfect this thing as best I can!
Do you teach, when do you host?
Lots of questions...