This weekend only (Fri, May 9 – Sun, May 11), we're giving away the Athena's Motherly Love Skin! Claim it for free in the app and honor the hero moms in your galaxy. ❤️🪐
This weekend only (Fri, May 9 – Sun, May 11), we're giving away the Athena's Motherly Love Skin! Claim it for free in the app and honor the hero moms in your galaxy. ❤️🪐
The Galaxy Gazette!
A bi-monthly newsletter with:
🤫New Card Sneak Peaks
🎨Community Content
⚔️Strategy Tips
💎Free Gems with every issue!
Sign up today at galaxy.fun/newsletter !
The Galaxy Gazette!
A bi-monthly newsletter with:
🤫New Card Sneak Peaks
🎨Community Content
⚔️Strategy Tips
💎Free Gems with every issue!
Sign up today at galaxy.fun/newsletter !
By switching lvl 1>2>3>4>5 to Common>Uncommon>Rare>Epic>Legendary, the feeling of the shop completely changed. Now players were jazzed when they saw higher rarity cards & were drawn to taking them, regardless of their stats. Fun increased dramatically
@playgalaxygame.bsky.social
By switching lvl 1>2>3>4>5 to Common>Uncommon>Rare>Epic>Legendary, the feeling of the shop completely changed. Now players were jazzed when they saw higher rarity cards & were drawn to taking them, regardless of their stats. Fun increased dramatically
@playgalaxygame.bsky.social
You can add to your wishlist starting today ❤️
store.steampowered.com/app/3062740/...
You can add to your wishlist starting today ❤️
store.steampowered.com/app/3062740/...
How do we solve this?
What do most players do w/ packs? They check the rare! Do they get excited because the stats are marginally better? No - theyre excited because its rare, or even mythic! Even my 6 year old understands that rare=special.
@playgalaxygame.bsky.social
How do we solve this?
What do most players do w/ packs? They check the rare! Do they get excited because the stats are marginally better? No - theyre excited because its rare, or even mythic! Even my 6 year old understands that rare=special.
@playgalaxygame.bsky.social
This led to unsatisfactory choices bc players would keep weaker characters longer & not quickly grok that there were better/more special choices in the shop. It became purely an evaluation of raw numbers, which capped the fun for the player.
@playgalaxygame.bsky.social
This led to unsatisfactory choices bc players would keep weaker characters longer & not quickly grok that there were better/more special choices in the shop. It became purely an evaluation of raw numbers, which capped the fun for the player.
@playgalaxygame.bsky.social
A key takeaway from early testing was players were not viscerally drawn to higher level characters in the shop, especially when their base stats were lower than what they had already. We learned that "lvl2 v lvl3" choice was analytical, not visceral
@playgalaxygame.bsky.social
A key takeaway from early testing was players were not viscerally drawn to higher level characters in the shop, especially when their base stats were lower than what they had already. We learned that "lvl2 v lvl3" choice was analytical, not visceral
@playgalaxygame.bsky.social
The obvious question w/ 2nd copy = silver was "Why would I take that if it puts be down 1 card on board?"
*lightbulb moment* What if it was free? Silvers = bonus shop. We knew at once this was a home run & gameplay became so much smoother overnight.
@playgalaxygame.bsky.social
The obvious question w/ 2nd copy = silver was "Why would I take that if it puts be down 1 card on board?"
*lightbulb moment* What if it was free? Silvers = bonus shop. We knew at once this was a home run & gameplay became so much smoother overnight.
@playgalaxygame.bsky.social
My fav innovation with Galaxy was using silvers & golds to represent finding 2nd & 3rd copies of characters. This allowed us to capture the same excitement of doubles, while keeping things very tidy - 3 slot shops/5 slot boards/singleton characters.
@playgalaxygame.bsky.social
My fav innovation with Galaxy was using silvers & golds to represent finding 2nd & 3rd copies of characters. This allowed us to capture the same excitement of doubles, while keeping things very tidy - 3 slot shops/5 slot boards/singleton characters.
@playgalaxygame.bsky.social
Looking forward to jamming some live lobbies of @playgalaxygame.bsky.social in person!
Looking forward to jamming some live lobbies of @playgalaxygame.bsky.social in person!
Initially we tested 8 plyr lobbies like SBB, but it didnt feel right. The lobby felt too large & games too long. Also made UX more awkward. After hesitantly testing 6-person lobbies instead, we found they were just as fun + much better for time & UX!
@playgalaxygame.bsky.social
Initially we tested 8 plyr lobbies like SBB, but it didnt feel right. The lobby felt too large & games too long. Also made UX more awkward. After hesitantly testing 6-person lobbies instead, we found they were just as fun + much better for time & UX!
@playgalaxygame.bsky.social
Early on we tested lots of variations of "Survive X turns" to make game time more predictable. Final turns felt lackluster and going back to the "lobby" model brought back some of that visceral "im the winner" feeling that is much needed.
@playgalaxygame.bsky.social
Early on we tested lots of variations of "Survive X turns" to make game time more predictable. Final turns felt lackluster and going back to the "lobby" model brought back some of that visceral "im the winner" feeling that is much needed.
@playgalaxygame.bsky.social
Initially we tested 1/2 damage w/ healing for the entire game. Unfortunately games took forever & finals weren’t meaningful. By making the finals always full damage, game length was better and endings more satisfying.
@playgalaxygame.bsky.social
Initially we tested 1/2 damage w/ healing for the entire game. Unfortunately games took forever & finals weren’t meaningful. By making the finals always full damage, game length was better and endings more satisfying.
@playgalaxygame.bsky.social
Its difficult but essential to find visceral, heart-thumping moments in your game. Heart damage is controversial in Galaxy, but its incredible at creating these moments. A simple 1/2 v. full dmg result creates drama, excitement, risk, reward == FUN.
@playgalaxygame.bsky.social
Its difficult but essential to find visceral, heart-thumping moments in your game. Heart damage is controversial in Galaxy, but its incredible at creating these moments. A simple 1/2 v. full dmg result creates drama, excitement, risk, reward == FUN.
@playgalaxygame.bsky.social
Once Upon a Galaxy genuinely rules
Once Upon a Galaxy genuinely rules
Magic/SBB had life points. New players need to process this numerical to understand the game. We found a Zelda-style big red hearts system did something magical in testing- new players viscerally understood the damage w/o needing to remember a number.
@playgalaxygame.bsky.social
Magic/SBB had life points. New players need to process this numerical to understand the game. We found a Zelda-style big red hearts system did something magical in testing- new players viscerally understood the damage w/o needing to remember a number.
@playgalaxygame.bsky.social
The new player experience begins w/ Little Red v. Big Bad Wolf. Why? Because both the characters & the conflict are instantly grokable by the player. Zero mental energy is lost on the who & why, which allows the players to more easily pickup the how.
@playgalaxygame.bsky.social
The new player experience begins w/ Little Red v. Big Bad Wolf. Why? Because both the characters & the conflict are instantly grokable by the player. Zero mental energy is lost on the who & why, which allows the players to more easily pickup the how.
@playgalaxygame.bsky.social
Players mental energy is limited. We want to channel as much of that as we can into understanding & enjoying the game. Using instantly recognizable characters & settings, esp in the early game provides max connection w/ min mental energy spent.
@playgalaxygame.bsky.social
Players mental energy is limited. We want to channel as much of that as we can into understanding & enjoying the game. Using instantly recognizable characters & settings, esp in the early game provides max connection w/ min mental energy spent.
@playgalaxygame.bsky.social
There is a delicate balance btwn Teaching Moment & Learning Moment. When a player "figures something out" they get a spark of joy & deeper connection to the game. We avoid "telling" the player unless we have to & maximize fun self discovery moments.
@playgalaxygame.bsky.social
There is a delicate balance btwn Teaching Moment & Learning Moment. When a player "figures something out" they get a spark of joy & deeper connection to the game. We avoid "telling" the player unless we have to & maximize fun self discovery moments.
@playgalaxygame.bsky.social
Every 1 addtnl thing you add to the screen increases complexity EXPONENTIALLY. The player needs to think about this new thing, but also how it interacts w/ every previous thing. Once they reach the tipping point, youve made them feel dumb & unwelcome.
@playgalaxygame.bsky.social
Every 1 addtnl thing you add to the screen increases complexity EXPONENTIALLY. The player needs to think about this new thing, but also how it interacts w/ every previous thing. Once they reach the tipping point, youve made them feel dumb & unwelcome.
@playgalaxygame.bsky.social