As predicted I started working on the new 2-player battling game. While doing preliminary work I came up with some ideas for the gameplay loop, and then scrapped them and came up with new ones.
One of my ideas was that you have 2 different kinds of coins: green coins and red coins. Again, during the first phase, you can only use abilities that affect you, and during the second phase, you can only use abilities that affect the other player. You can only use green coins in the first phase, and you can only use red coins in the second phase. The idea is that I could make cards that give you coins of a specific color, or take away coins from the other player. At one point I thought maybe it's just simpler to have 1 type of coin, but now I'm moving back to, maybe it's worth it.
I was also planning on having cards cost coins to play. The idea being, have some cards be played early and other cards be played late. But, and this has been a running theme, I don't want every single game to have cards that cost coins to pay. And also Fortress Siege already has cards that you pay coins to play, and I should try to make this game be as different as possible. Then I realized, I could use the trick in Territorial March. Cards cost 1 action to play, and you get more actions each turn. I could still have early game and late game cards by having their abilities cost different amounts of coin. Another thing is, Territorial March had to have this awkward rule where you can have negative amounts of coins and actions due to issues with how the areas worked. But this game won't this issue, which means this game will be the best place for the action mechanic to shine.
But then while doing math on some cards, I realized that early game cards are tricky to make. A card's power can be calculated based on its health and how strong its abilities are. If a card has stronger abilities, it'll have to have less health, and an early game card will have weaker abilities, which will mean more health. I don't want every early game card to have tons of health though. But there's an obvious solution: cards can give a bonus when you play them. The question then is, are those bonuses only allowed to affect you, as they can only be played in phase one? Probably I'll just have to live with it, just like how I'll have to live with the game being unable to support abilities like "you gain 2 health and they lose 2 health."
As for halloween this year: it rained all day and no one came knocking. Which I don't mind too much. I also realized that in last week's post, I forgot to acknowledge that it's the 2-year anniversary of these posts. I still don't actually know if this will continue into 2026. There was a period of not super interesting posts in the summer, but I think that was because I had to spend so much time on the secret project. But 1-2 months ago it was mostly finished, and now I could work on things I could actually write about.