![]() Crystals and magic gates change things up a bit but not massively so. The two pieces don’t necessarily have to go together, though early on they likely will as minions would rather burninate the countryside than twiddle their thumbs at home. Your turn will consist of picking a pair then placing it on your playerboard. 4 randomized pairs of tile and minion are in the center of the table. On a basic level the game is a simple drafting and placement puzzle. That said I’ve never considered fancy plastic inserts especially necessary when bags and bands exist, and in some ways the insert being very inflexible contributes to a very slow game-packing process. The bag sheds strings like a mop in a blender but I can forgive that when the actual game pieces are this nice. As a product it’s frankly ludicrous: tons of thick tiles, gorgeous spritework that’s unique on every single terrain tile, postcard-sized bosses to play as, and a fancy purple Gametrayz insert that sorts everything under a snap-on lid. It wants to be the boujeest pixelated tile layer on the market and I’m fairly confident they pulled it off. We have to start by acknowledging the contents of the box. Where other games would seek to chisel at a set of ideas until only fun remains, Overboss opts for excess to mixed results. ![]() This seems to broadly work, but no rule is universal and in the specific case of Overboss the opposite method appears to have been employed. That said, a general rule of thumb I’ve seen several career devs employ is “cut until you can’t”, removing extraneous mechanisms and ideas until the game’s as focused as possible. Game development is hard, and I am very dumb, so I’m not going to say exactly what makes a good game development ethos.
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