In the last 2 “Game Design Thoughts” series, I talked about how small changes affect a lot of things, and then how our changes to the CYMS took almost 2 weeks of intense internal playtesting to get right. Well, as the title of this post suggests, some of our seemingly non-impactful changes greatly affected the balance of the factions again.
Oh boy that was a rough 2 weeks of internal playtesting!
As many of you know already, one of the unique mechanics of Omicron Protocol is the existence of a 3rd party enemy called the CyMS (Cybernetic Mutation Syndrome), or “Crazies” as the locals of San Lazaro calls them. The cool part is that besides having to do your objectives and fight off your opponent’s faction, you also have to deal with these pesky citizens who seem to randomly decide to attack you. The not-so-cool part is moving and keeping track of them at the end of the turn when both players have finished activating their heroes.
After reading Jamey Stegmaier's great blog post about writing a blog, Brendan and I have decided to see if we can try to post more often. We may not be able to do 5 blogs a day for 6 years like Jamey, but we'll start blogging about our design thought processes, painting experiences, and any other cool and exciting things we encounter in this fun adventure designing a game as first time game designers. :)