But it feels very different from the first version. It feels more... tactical.
I think that's because you're rolling the dice first, then choosing an enemy to engage.
But it feels very different from the first version. It feels more... tactical.
I think that's because you're rolling the dice first, then choosing an enemy to engage.
You roll the dice, then activate one of the three face up enemies. (Enemies are basically scoring conditions.)
Then you get an optional reroll.
To get a third reroll, you have to activate a second enemy.
You roll the dice, then activate one of the three face up enemies. (Enemies are basically scoring conditions.)
Then you get an optional reroll.
To get a third reroll, you have to activate a second enemy.
There's no skill involved in the roll; it's all luck.
But there IS some skill in understanding how likely the different outcomes are, and deciding how to score your rolls.
There's no skill involved in the roll; it's all luck.
But there IS some skill in understanding how likely the different outcomes are, and deciding how to score your rolls.
Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniature related news for half an hour or so.
The stream starts in about 30 minutes.
Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniature related news for half an hour or so.
The stream starts in about 30 minutes.
I went back to the version of ASTROLITH where enemy ships have an armor value, and you put dice on them until you meet that number.
It works, but there was very little tension as there was very little reason to manipulate the dice.
Bah.
I went back to the version of ASTROLITH where enemy ships have an armor value, and you put dice on them until you meet that number.
It works, but there was very little tension as there was very little reason to manipulate the dice.
Bah.
To defeat this ship, you need a pair of matching dice, a die that's one number higher, and a die that's one number lower than the pair.
That's a lot easier to roll than the previous 6 5 5 4 requirement.
To defeat this ship, you need a pair of matching dice, a die that's one number higher, and a die that's one number lower than the pair.
That's a lot easier to roll than the previous 6 5 5 4 requirement.
Wow, that was easy.
(I'm sure people with better math skills than I could have told me that'd be the result. But wow.)
When looking for doubles, triples, or straights I was able to use all my dice on just about every single turn.
Wow, that was easy.
(I'm sure people with better math skills than I could have told me that'd be the result. But wow.)
When looking for doubles, triples, or straights I was able to use all my dice on just about every single turn.
Each of those needs some combination of a 3, 4, or 5 to destroy.
I had rolled mostly 6s, which I couldn't use anywhere.
Again, unfun.
Each of those needs some combination of a 3, 4, or 5 to destroy.
I had rolled mostly 6s, which I couldn't use anywhere.
Again, unfun.
In last night's playtests I felt there were too many times where I was staring at a bunch of dice I couldn't use.
It was unfun to be presented with what felt like a lot of "nonchoices."
In last night's playtests I felt there were too many times where I was staring at a bunch of dice I couldn't use.
It was unfun to be presented with what felt like a lot of "nonchoices."
Right after redesigning the ASTROLITH card to be standard poker card size, I'm thinking about going back to mini-sized cards.
Why?
Because 54 poker cards are $8.37, but 64 mini cards are only $6.76.
Right after redesigning the ASTROLITH card to be standard poker card size, I'm thinking about going back to mini-sized cards.
Why?
Because 54 poker cards are $8.37, but 64 mini cards are only $6.76.
I've redesigned the cards to be standard poker size (89x64mm), meaning you can actually put dice on them now.
The game still works (I haven't broken it), but the latest playtest felt unfun.
Probably because I'm tired of it.
I've redesigned the cards to be standard poker size (89x64mm), meaning you can actually put dice on them now.
The game still works (I haven't broken it), but the latest playtest felt unfun.
Probably because I'm tired of it.
I'm planning to devote all next year to the 32mm mil-spec sci-fi miniatures game, making it "THE YEAR OF BLKOUT 2026."
I'm planning to devote all next year to the 32mm mil-spec sci-fi miniatures game, making it "THE YEAR OF BLKOUT 2026."
Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniatures for half an hour.
Stream starts in about an hour.
Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniatures for half an hour.
Stream starts in about an hour.
He's always dressed nicely in a suit, he's got an awesome handlebar mustache, and he wears what I can only describe as a "cowboy hat."
Today he had an honest to god woven poncho thing on, and it clicked:
Lee Van Cleef.
He's always dressed nicely in a suit, he's got an awesome handlebar mustache, and he wears what I can only describe as a "cowboy hat."
Today he had an honest to god woven poncho thing on, and it clicked:
Lee Van Cleef.
That gives me space for:
1x player ship;
5x pieces of equipment (player uses 3 each game);
3x stage intros;
42x double-sided enemies; and
3x double-sided bosses (player randomly chooses 1 each game).
That gives me space for:
1x player ship;
5x pieces of equipment (player uses 3 each game);
3x stage intros;
42x double-sided enemies; and
3x double-sided bosses (player randomly chooses 1 each game).
For example, instead of just 4/4, these Bombers could say "4/4 or 5/3.”
For example, instead of just 4/4, these Bombers could say "4/4 or 5/3.”
So a ship that says "6 6 6" is no more difficult to hit than one that is "1 1 1."
Though I have to admit it does SEEM more difficult, because higher numbers look more impressive.
So a ship that says "6 6 6" is no more difficult to hit than one that is "1 1 1."
Though I have to admit it does SEEM more difficult, because higher numbers look more impressive.
Each enemy card shows a specific combination of dice, and you need to spend (discard) that exact combination to overcome it.
That does mean enemies with the same number of dice (2, 3, or 4) have the same difficulty.
Each enemy card shows a specific combination of dice, and you need to spend (discard) that exact combination to overcome it.
That does mean enemies with the same number of dice (2, 3, or 4) have the same difficulty.
I did a playtest last night, and it wasn't fun.
9 dice meant I rarely needed to manipulate them, and there was a bit too much math.
I did a playtest last night, and it wasn't fun.
9 dice meant I rarely needed to manipulate them, and there was a bit too much math.
I'm at the point in development where I'm sick of this game and think it sucks.
That means it's time to make a print-and-play version to release on itch in order to get other people's feedback.
I'm at the point in development where I'm sick of this game and think it sucks.
That means it's time to make a print-and-play version to release on itch in order to get other people's feedback.
I might not actually need a rule about losing if there's above a certain number of enemy ships on the table.
Because if there are more than four active enemies on the table, they'll be doing a lot of damage and your ship won't last long.
I might not actually need a rule about losing if there's above a certain number of enemy ships on the table.
Because if there are more than four active enemies on the table, they'll be doing a lot of damage and your ship won't last long.
Nothing really clicked.
But I DID decide that defeated enemy cards don't need to stay on the table, which opens up another lose condition:
No more than 4 enemy cards on the table.
Nothing really clicked.
But I DID decide that defeated enemy cards don't need to stay on the table, which opens up another lose condition:
No more than 4 enemy cards on the table.
I won again, with 5 out of 12 HP remaining.
I think I'm ready to say that while the game works, it's too easy. It needs more tweaking.
I won again, with 5 out of 12 HP remaining.
I think I'm ready to say that while the game works, it's too easy. It needs more tweaking.
I will forever be incandescently angry that the cost of me transitioning — socially, medically, or surgically — is absolutely everything.
I will forever be incandescently angry that the cost of me transitioning — socially, medically, or surgically — is absolutely everything.