I’ve been getting ready for more playtesting by refining a variety of things, a mix of the mechanical and the aesthetic. On the mechanical front, things are tending towards action instead of espionage. The game started as a spaceship package transport game (with hidden information), and then went into espionage for most of its life, but what I’ve realized is that every design decision that makes the game more fun is one that pushes it into the action genre. So, I’ve just been embracing it as much as possible.
Here are some decisions I’ve made in the past few weeks that reflect it, mostly relating to speeding up the game and allowing players to do what they do naturally (rather than butt up against game rules they find arbitrary): Read more