NaGaDeMon 2013 Day 30: The End
Today is the end of National Game Design Month. Over the course of the month I designed Moar Moai and Roguelike . I would say that Moar Moai is pretty darn playable, and that Roguelike is at least barely playable. Moar Moai has one open point of contention right now, and that is the exact way in which artifacts turn into control over the adventurers. I think that I will end up with players having perfect control over what 'cards' they get (although they might end up as tokens on a specific part of the mat instead of cards), but not know what 'cards' other players have until the scoring round actually starts. Roguelike is still largely unbalanced, and I have never played games with the new weapon cards that I have invented because I have never printed them up (here in California I do not have access to my card creation equipment). Perhaps next week I will do that. It does seem to work without the tokens (+1 etc), but needs a mat to be printed up to make it reall...