I have been considering different options for the test iteration of Scrap Metal, and so far I think that it needs to be more robust. It’s a word I throw out quite a lot, and it’s not an unusual word at all, but perhaps my meaning is not quite getting across. Even if it is, the point of this article is to let you know what I’m doing so, y’know, read on.
I want it to be bigger. Not just bigger, though, deeper too. I want it to feel like putting one foot into water. It’s a change, and you know where you are and what you can see; what you can’t tell is how deep the water goes a few steps forward, or what lurks beneath the waves.
It’s not easy balancing games such as this. To be completely honest, I am trying to play in favour of both offensive and defensive strategies – I want players to be able to succeed with whatever strange plan they have in their mind. At MGPX, I described Scrap Metal TCG thusly:
“It’s a mix between tabletop gameplay and trading card smarts. It’s not quite one or the other, but it has the best of both. It can be difficult for new players to get into tabletop games without reading enormous tomes, which requires dedication – this game is a gateway to tabletop.”
There are ways to play through the game and win, of course. But there are no “win cards” or perfect strategies, not yet. I haven’t designed any, at least. But players who can build decks well, and are cunning with their turns improve their chances for success immensely.
Current projects for the near future:
- Adding in card rarity, and base the number of that particular card that can be added to the deck
- Special Ammo Types – added effects for using particular ammo cards
- Practice using Blender (currently, I suck at it)
- Look into game board manufacturers for a prototype board
For the record, I do have other projects in mind after this. More will be revealed when this project is over (or at least self-sustaining)
– Odd (MN)