Space Grunts 2 DEVLOG #9 – Long list of changes

Riiiiight, another week filled with changes and improvements.. but I also kinda covered it all in this weeks video! So it doesn’t leave much to talk about in this blog post.

Something that wasn’t on the list was a bit of bug-fixing with the card system. At some point during my play-test session I noticed that the attack/defends stats that were mentioned weren’t getting played and that I either did much more attack points towards the aliens, or that they maybe didn’t defend enough.

Due to me having re-done the card system a few times, I guess some bugs got in there and altho obvious if you really look at it, these bugs weren’t as obvious when I just did a play session and not checked the card-stats and alien-stats on every turn because I kinda figured it was all working correctly!

I also talked about the plant and spore problem in the video, but even tho I sort-of fixed the issue, I’m still not really happy with how the plants work. In Space Grunts one there was just the one type, and it could go either way.. which was much more tactical to base your decision on. How the plants work now, you’ll basically make a mistake once (hit a poison-spore plant) and from that moment on you’ll simply try to avoid those plants.

A few solutions I’m pondering now are:
1) Have more plant variation, so not just 3 types but maybe 12 types, some good, some bad.
2) Have plants be much more rare than they are now, and maybe limit every “world” (area) to just one plant-type. Down-side is that you’re screwed if that plant is the poison one.
3) Have much more “spore-effects” so that it’s possible that multiple, or even all, plant types have semi-positive effects.

A combination of 1 and 3 might be the best way to go, but that’s something I’ll just have to try and see how it plays.

Anyway! That’s it for this weeks blog!

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