So I got to playtest this and I have to say it has the potential to be a really great game. It’s super fun, and I don’t normally like co-op style games. There are plenty of flavor cards that give you a wide variety of options, and it feels like the designer took a lot of time to consider everything a player would want or need to do in the game. Everything seems accounted for. I love the disaster meter. You honestly feel a sense of dread when you draw your end of turn card. You are hoping you don’t get the disaster card or any of the disasters. The other great thing I like is that there are 12 characters, but only starting spaces for up to 6. So you have to choose carefully which characters you use. Each has its own strengths that add something unique to the game. I feel like this accommodates a variety of play styles. My favorite character would probably be the Marine, since it can take out any color disaster for 1 action. The Spec Ops character is also pretty cool. The art is slick. I really look forward to when this game comes out because I want to own it.
Thanks for the feedback, dude. I think you overestimate my abilities when it comes to thinking of everything. 🙂 Since you played it, I’ve added some elements to give it even more variety. There are also a couple more things I need to tamp down before this one is ready to roll, but yeah. This one is by far my favorite of the games I’ve designed. I’ll let you know when it’s ready to playtest again.
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No, I don't mean mechanisms in your game that simulate brainstorming by a player character, although that might be pretty interesting. I'm talking about my process for coming up with potential mechanics for a game while I'm designing it. I like to have as [...]
So the truth is, I haven't played Disaster Outpost since the last playtest with other people. That was a couple years ago. Basically, no one else had fun, so I knew I had a lot of work ahead in order to fix it. Luckily, I was easily able to recall the [...]