Design Blog 40: Back of cards – the design process

I’ve talked before about why we add new features to Combat Cards, but thought it would be interesting to look at how we do it. As a designer, I won’t be covering the technical side of coding the feature, creating the art assets, etc. – just talking about the...
Design Blog 38: Luck in Combat Cards

Design Blog 38: Luck in Combat Cards

Every now and again I like to discuss an area of ‘high level design’ – that is something which I, as a game designer, think is interesting and worth talking about, even if it won’t help you win battles.So this week I thought we’d look at where chance, luck and...

Design Blog 23: The Ghosar Dilemma

If you’re a designer on a ‘live’ videogame (as opposed to boxed, shipped-and-done game), then a lot of your time is taken up with questions that you can answer, but will never know if you chose the ‘right’ answer. As your seniority increases you become more and more...

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 11: Evolving The Game – Part 2

Hi there, this is the second part of our look at how the design of Combat Cards changed over its development. The first part covered why games evolve and what we mean by ‘game systems’. You can find that part here.   Battles So, to recap, we use systems in Combat...