Behemoth - May 2023 update
Hello there! Few updates in this post:
1. Behemoth Design: I'm very happy with the progress and the missing pieces are falling into place
2. Behemoth Playtesting: I will be at Handycon in Milton Keynes (UK) this May, expecting to open virtual playtesting in a few months
3. Behemoth lore: I started collaborating with a professional DM and lore writer to imagine what Earth looks like because of Nyx - which is leading to new thinking of what Nyx actually is 🙂
4. New blog post on decision space in board games
1. Behemoth design
The game now has solid foundations, the core mechanics are most likely set and...it is great fun 😊
Some of the most visible changes from the last iterations:
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- Growing animal companions - flip your animal companion card to its grow-up version
- Wild animals turning into shadow because of Nyx, making them more difficult to rescue but awarding more stars
- More streamlined Shadow spreading
- Improved graphics still handmade by yours truly (will bring a professional designer later in the year)
What's ahead
I keep using the list of experience goals I set for Behemoth as my personal map, and playtesting feedback as my compass to indicate where I am. Comparing the two of them, I'm very happy with where the game is - each goal is either achieved to a good level or on the right track:
- Explanation time around 15min ✅ with the game also showing significant depth
- Fun co-operative experience with space for individual agency ✅ e.g. with some simultaneous actions and missions
- Significant theme immersion ✅, basically all the components are aimed at that
- Strategies ⏳ are emerging, need to improve synergies between cards, dice and game system
- Game rhythm ⏳is emerging, need to better balance Nyx's effects
- Support different playstyles ⏳is emerging, need to develop additional player boards
- Deep replayability ⏳is emerging hard to test until I put in further work on strategies and rhythm
2. Demos and Playtesting
I have done 16 playtests with 21 people this year so far, without counting the 40 or so people that played it at AireconUK.
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In this phase, I'm opening up the playtesting to more folks but I'm still sticking to in person sessions to make sure I address also physical aspects of the game.
I will be attending HandyCon in Milton Keynes on Saturday 20th May. I will have a dedicated table to demo and test the game. If you are around, come say hello or drop me a note if you want to reserve a spot!
I plan to open virtual playtesting at some point this year, will keep you posted!
3. Behemoth Lore
I started collaborating with Mauro Nafitò, a professional DnD Dungeon Master and campaign writer.
Mauro is genuinely amazing at this, and I couldn't be happier. Things are looking good, and the lore is already adding depth to the game!
As part of the experience I am aiming for, I would like to keep the lore as realistic as possible while having some fantasy and sci-fi elements. Because of this, we have been digging into scientific theories of the evolution of Earth.
We are imagining that Nyx could actually be a natural phenomenon causing a shadow biosphere to become predominant across the globe, which in turn allowed different types of lifeform, possibly non-carbon based, to appear on Earth.
Will share more in another update!
4. Decision space blog post
Finally, I recently wrote a design-focused blog post on decision space in board games -
What causes analysis paralysis? What makes a game feel crunchy or luck driven? Is it bad for games to use mechanics seen in other games?
I imagine the decision space as a landscape surrounding a player. You can go south and climb a hill, or take a stroll in a valley to the east...
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If you are curious, you can read more here!
That's all for now, happy gaming!
Andrea
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