The Redestination Paradox Stage 8: Playtest no.4

Going through the forth stage of playtesting one thing became very clear:
The Infinite Causality Loops and the Random Occurrence cards are brutal.

             Infinite Causality loops:

Players would regularly get trapped in a loop for several moves causing a boring, repetitive rolling phase. My solution is to allow a player to leave the loop should they roll a 6, as well as if they land directly on the final space in the loop. This gives the player 2 possible outs should they be stuck in a loop. If they do roll a six, they will move to the final space of the loop.

              Random Occurrence Cards (ROC):

While I fixed the previous issue of players skipping too many of the ROC tiles, the cards themselves turned out to be rather brutal. Only 5 of the 25 gave positive feedback, resulting in the players having to be extremely lucky to reach the end. My Solution is to balance the cards out, removing much of the negative feedback and aiming for a balance of 10 cards each for positive and negative. I will tweak these in a my final playtesting and include them in my final update.

The game itself is coming across rather well balanced, even with the current brutal gameplay. The random nature of the Wormholes, the ROCs and the dice roll makes for a game that is difficult to beat but fun to play, especially with friends.

While I hope to make the game slightly easier to play;
I do not want to lose this random element.

Leave a comment

Design a site like this with WordPress.com
Get started