With the hexagon based tiles as my core system I developed other game mechanics and specific placement criteria through a mix of remote playtesting using MIRO and smaller scale testing using a physical prototype.
I found that it was important to carefully plan the progression of difficulty through the game. A system that does not grow in difficulty linearly allows for more complexity without causing too much frustration or burnout. It keeps things interesting.![]()
I found that it was important to carefully plan the progression of difficulty through the game. A system that does not grow in difficulty linearly allows for more complexity without causing too much frustration or burnout. It keeps things interesting.
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