Design Blog 19: First Time User Experience

This week we’re digging deeeeep into videogame design, looking at something called the FTUE. Besides sounding like a comedy sneeze, this is an area that’s important for all games, but absolutely critical for free-to-play games like Combat Cards. Strictly speaking, the...

Design Blog 18: Game dev focus – other key roles

So far we’ve had a game dev post about what it means to be a games coder, and we have upcoming posts on being an artist or a producer. We haven’t covered designers because I’m hoping you can pick up an idea of what their role is through all the game design posts...

Design Blog 17: Combat Cards at conventions

A couple of weeks ago we took Combat Cards to Insomnia 62, a video and board games convention (with a side in cosplay and general geekery) at the NEC. Along with a closed beta test and appearing on Games Workshop’s Twitch channel, Combat Cards is now starting to be...

Design Blog 16: Faction drill down – Necrons

This week we’re looking at probably the toughest of the Combat Cards factions – the Necrons. And by tough – yes, I mean they’re hard to kill, but also difficult to use with full effectiveness. So let’s explore why.   Toughness Miniatures in tabletop...