Design Blog 61: How we design new features

Stu – This week’s blog is a guest post from another member of the Combat Cards’ team. Rather than write a long intro, I’m going to hand you straight over to Thanos:   Clans Hello, my name is Thanos and I have been working as a designer on...

Design Blog 60: Quality versus size

How much space a game takes up on their device probably isn’t something most players think about, until they run out. At that point players go into the system settings and enact… The Cull (it helps if you imagine a high pitched horror scream about now). Before...

Design Blog 59: Card deployment v2

When we swapped Combat Card’s engine a few weeks ago, the behaviour of quite a few game systems changed with it. Some of these changes are legitimate bugs, but others are just due to the way the two engines handle things differently. Either way, we’re working to get...

Design Blog 58: What to call clans?

Today’s blog topic might be considered a little niche, but it’s something that comes up when working on a game like Combat Cards, so I thought it might be interesting.   Bands As mentioned in a few posts now, work is underway to add clans to the game, allowing...

Design Blog 57: Adding lore to Combat Cards

Adding more lore to Combat Cards is a topic which regularly comes up, either from player feedback or one of the playtesters looking at the game. So I thought it might be interesting to look at how, where and why we might add more of it – but before that, let’s...

Design Blog 56: How to improve our FTUE?

As we’re making so many improvements and upgrades to Combat Cards right now (yes, alongside fixing bugs – don’t panic!), I thought I’d take a second look at one of the most difficult areas of free-to-play game design, the FTUE.   Light I’ve talked...