Finally got a chance today to test the new version of Dolomball with a couple other players. There were specific elements they liked, as well as the triangle grid movement, but they found it difficult to strategize effectively due to the programmed movement and the cards often moving them too far, making it too easy to overshoot a target. The challenge for me here is how to reduce this while still making it a game about the Dolomé specifically, and not just generic meeples that I declared to be some kind of aliens. In Bulldogs, the Dolomé have a trait called Heavy Momentum. In the RPG this is beneficial, as it gives them a bonus to plow through obstacles once they've built up some speed; for my board game, I'm seeing it as meaning that they have difficulty stopping or changing course while running around the arena. That's why I went with programmed movement, and why you have to move in a straight line, with ricocheting being the only way to change direction in the middle of a move. So the next big challenge for me is to figure out how to keep this element without it being overpowering and making the game worse instead of better. The playtesters today gave me some good ideas to start with; hopefully it doesn't take quite so long this time for me to find the right way to implement them.
Saturday, May 18, 2024
Dolomball - moving again, but need to ricochet to a different direction
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