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[Archive] Infested, Pestilent and... #2



Hello, fellow Survivors.

Last week, we talked about our original intentions for the monsters at the core of our game, and how the concept of "Plague-ridden Corpses" came about from a narrative and art perspective.

However, as you'll see in the current Early Access version, the narrative and art concepts for these Infested have once again undergone major changes, and today we're going to show you how and why.


[h3]Third Setting: The Journey of a Knight who Vowed to Reclaim a “Holy Relic”[/h3]
I mentioned earlier that we wanted to give the characters a sense of purpose, and that this led us to the idea of a pilgrim's journey to the Holy Land.

The idea of traveling to a specific location in an apocalyptic situation is a trope that's been borrowed heavily from zombie media, most notably Death Road to Canada, and we thought that if we could create a sort of "Medieval Road Movie" type of setting, we could create a pretty unique narrative experience.



After making the initial stages of that version, we also worked on a rough trailer to show at exhibitions and such. At that time, the title of our game was "Before the Dawn".

[previewyoutube][/previewyoutube]

However, as we started to flesh it out, we started to get feedback that the experience was a little more bland than we hoped.

We had a long discussion about why it wasn't feeling as emotionally engaging as we initially thought and came to the conclusion that unlike real-time survival games, the stage-based, turn-based tactical genre expects more meaningful objectives to be presented "on every stage".

Whereas in survival games, where things keep changing over time even if you remain still, the environment itself keeps you on your toes without the need for a strong “scripted” crisis.
In turn-based tactics, where you experience each stage in isolation, the experience becomes more repetitive when you feel like, “The enemies change over the course of three stages, but all I'm doing is the same thing: gathering supplies and staying alive.”

To create a little more intrigue in the characters' journey, we came up with the idea of giving them an intermediate goal to collect something a little more “special” along the way to the final ending.

In keeping with the “Medieval” and “Holy Land” themes, we decided to create a “Holy Relic” that would be the only thing in the game with “Supernatural” powers.



At this point, we were implementing the Choice system for expressing humanity that we shared in the previous archive, so we needed a “Protagonist character" who would be the "Agent of Choice".

So naturally, the whole narrative went from being a “road movie of ordinary medieval people” to a “journey of a knight sworn to recover a holy relic.” We wanted to tell the story of a knight in an apocalyptic situation who has to retrieve a holy relic, meeting various companions and facing various dilemmas along the way.

The knight would later become the inspiration for the main character "Willam" in the Early Access version.


[h3]Fourth Setting: Remore Struggles Against a “Medieval Unknown Species”[/h3]
We've talked about this in past Archive posts, as we realized that the cost of implementing an options system was much higher than expected and decided to focus on tactics.

This decision naturally had a huge impact on the narrative foundation. Because whereas in previous versions, "Combat" was a sort of narrative "Means of Survival" and secondary to the overall gameplay experience, in this fourth version it is now the core of the game.

Previously, only the "Protagonist" had a "Combat-specific" class called "Knight" to serve the narrative goal of the vow and to give them more differentiated combat abilities, while other characters were “Generic Medievalists" such as "Monk/Nun," but in the new direction, each class needed to have unique combat abilities...

This led to a design concept for the starting classes that would give the traditional Knight a One-handed weapon specialization with a Shield, the Outsider a powerful damage dealer with a Two-handed weapon, and the Militia a support attack role who used a Spear or Bow.



There was also a need to make the end goal of the game more “Active.” This was because the previous version was a kind of "Storytelling Survival Game" that used turn-based tactics, but the new direction was focused on "Combat" and "Killing Enemies.”

In fact, it wasn't as easy as we thought it would be to come up with a "clean, satisfying ending that the player can choose," while still maintaining the feel of a "Zombie Movie", because we felt that in a world where most people have already been turned into zombies, it doesn't feel natural to have the world go back to normal because you did something, unless there's some sort of convincing setup.

So, it seems that in a lot of zombie-centric narratives, the "Main Antagonists" of the story turn out to be the humans themselves. Whether it's a leader of a group of survivors who takes advantage of an apocalyptic situation to oppress people, or a villain who unleashes his inner psycho he's been hiding when times were good, it's often a "specific group of humans" that drives the story.

The Cultist group we revealed in Early Access was designed to be just that: a group that was "discriminated against by the people of Remore and now taking advantage of the situation for a chance at revenge," with evidence of their brutal "Rituals" to create a sense of crisis and pose a threat to the player base...



However, setting the Cultists as the "Arch-enemy" of the entire game felt out of place - they were good enough as "Supporting Villains" to add variety to the overall experience, but if they were going to be the end goal of the game, they needed to have some sort of appeal or intensity to them.

We believe that creating compelling villains is just as difficult as creating compelling protagonists, if not more so, and we were concerned the cost of narrative expression needed to achieve what we had in mind would be too much, given our "Tactics-focused" direction.

The idea was, "Since this is a game where the creatures are the primary enemies, why not create a new creature setting that doesn't necessarily have to be tied to the zombie sensibility, but could be big enough to be the final boss?"

It doesn't make sense for monsters to have their own intelligence or goals when they're still "Zombies," so a story that says, "You defeated the final boss zombie, and the world went back to normal" feels awkward and forced.

But if there is a separate species of monsters that are not “Zombies” but somethings capable of a kind of “Volition,” and they are “Turning” the humans of Remore into monsters, then it seemed that it would naturally lead to the conclusion that by killing them, we could at least prevent the apocalypse from getting any worse.

However, we felt that it would be good to have an entity that was “Different from Humans” and felt threatening, that couldn't communicate directly with humans, but could still have its own “Rules of Engagement,” so we came up with the idea of an “Insect” concept, an unknown species, focusing on the swarming behavior of ants/bees/etc. We jokingly and half-seriously said, "This is going to be like medieval XCOM...".



If you've been paying close attention to the dialog following Alldris' rescue in the monastery, you'll recall that he mentions something called "Land Eaters" after fleeing the capital city of Broken Rock. These are the ones that must be "Finally Defeated," an insect-like unknown species.



This unknown species emerged through a "Tear" in the sky - the one that "suddenly opened up one day," as the intro suggests - to make the land of Remore habitable for themselves, and they would capture the Remore people and turn them into "Cocoons”. The idea was that these cocoons would hatch and become "Infested" - insect-human fusions like the Knawer, Blister and Skulker.



To express this “Insect-human Fusion” concept, a sort of upper-layer skin texture was adopted, and a design adopted that would maintain the overall human “Body Shape” but express insect features, mainly in the jaw area.



This is how the narrative and art of the "Infested" you see in the Early Access version came to be.

However, as it turned out, this direction would have its own problems! So, along with the current big gameplay changes the narrative concept itself is undergoing its own transformation!

We’ll explain the next step of the concept change in a future post but next week, we’d like to give a little insight into our narrative representation of the Middle Ages, since we have yet to set the stage for our current keywords "Medieval" and "Monsters".

Thank you for sticking with us, and a special big thank you to those of you who commented on our last post for being so supportive!

We feel it is imperative to share our progress and intention in this way as we're about to make some big changes after a long period of no live updates since releasing the game in Early Access, but seeing the players' reactions is very motivating (Because we feel ultimately that these changes are for the benefit of the player!) :)

We'll be posting tirelessly until we can implement and showcase this new direction!

As always, thank you so much!
REMORE

[Ended] Seeking Legendary Survivors - Maximum Kill



Hello Survivors,

First, we would like to begin by thanking you all for your continued support of REMORE: INFESTED KINGDOM during its Early Access. Your valued feedback gave us much direction and inspiration during this important phase of our development.

As mentioned in our previous Dev Notes, BIG changes are on the horizon for REMORE and it was only achievable by your amazing inputs on the current state of the game and our future visions. For this, we would like to thank you from the bottom of our hearts.

So secondly as a means to show you our appreciation, we decided we wanted to somehow add you, our amazing Survivors, to our Development History!

Of course, since we are gamers, we also wanted to make this an exciting in-game experience as well!
Introducing the REMORE: INFESTED KINGDOM Seeking Legendary Survivors Event!
Partake in these events for a chance to have your name written in our Full Release Credits!

We hope you enjoy these series of events while we are busy deep in our development dungeon, cooking up something amazing for you all! Thank you once again for your love and support!

Do you have what it takes to become a Legend?  To have your name etched into the annals of Remore history? 
We are seeking Legendary Survivors that have traversed Remore and are capable of pulling off amazing feats.
This time we seek... a Survivor with the Maximum Kills in One Turn!

The Legendary Survivor who Achieves the Highest Number of Kills in One Turn Anywhere in Remore will be Crowned, Maximum Kill and will have their Name proclaimed in the Credits of REMORE: INFESTED KINGDOM!
Show us your big brain moves!

Become a Legend, Become History!

[Event Period]
Feb 27 ~ Mar 12 (PT)

[Winner Announcement]
Mar 19

[Submission Form]
https://forms.gle/NAAn1wum8RRwFwwg6


[Event Details]
Kill as many enemies as possible within one turn (player turn)

[How to Participate Event]
  1. Record a video of killing as many enemies as possible within one turn (player turn).

  2. Upload the recorded video to a server where it can be viewed and downloadable (Youtube, Google Drive, etc.).

  3. Fill out event submission form (https://forms.gle/NAAn1wum8RRwFwwg6).

  4. Check that there are no missing or corrected parts in the application and submit it.
[Rules]
  1. Please ensure your Video Link is correct. Any issues with the Video Link may cause your application to be void. 

  2. If you edit the Video in any way to "deceive" the rules, your application may be considered Void.
    • You may include an Intro and Outro in your Video, but Gameplay Footage of the Event Requirements cannot be altered in any way.
     
  3. The video should start from the part where you run the saved file. (to check your difficulty)

  4. Only Kills during 1 Turn(Players Turn) will count.
    • If enemy dies on enemy turn, it will not count.
  5. Enemy Movement during your Turn will still be considered as your Turn.

  6. If the number of kills is the same, the winner will be selected in the following order.
    • Difficulty > Map > Reduced HP
  7. In an event of a tie, Winner will be chosen by Development Staff.

Thank you,
REMORE

[Archive] Infested, Pestilent and...



Hello once again, Survivors!

Today we’re going to get back to talking about the narrative.

About a month ago, we wrote an archive post called "Striving for Humanity," in which we talked about what we were trying to achieve with the game's narrative and the challenges we faced along the way.

Now, as we prepare for the road ahead, we're about to undergo another major upheaval in the way we present our narrative.

So, to do that, we like to share our thoughts and interpretation of the game's central narrative keyword, "Medieval Monster Apocalypse.”

We'll start by talking about the "Creature Apocalypse" that we've been building around the "Zombie" motif.


[h3]Combining “Turn-based Strategy” and “Zombie Apocalypse”[/h3]
Zombies have always been a popular theme in games, and each one has a slightly different interpretation: The <Resident Evil> series uses detailed atmospheric depictions to create psychological horror, <They are Billions> is characterized by the sheer number of zombies that are constantly coming after you, and <Project Zomboid> is centered around the “Environment" itself in a zombie apocalypse.

While trying to create a new zombie type enemy in this setting it’s natural to think, how can we bring some uniqueness to the table here?

Our initial inspiration came from Zombicide, which we found appealing because of the emotion of accomplishing objectives and escaping against a constant stream of zombies through tactical play, involving sight/noise, route design, and combat.

While the tactical choice of killing is a valid one, we saw the challenge of "at what point should you fight and at what point should you avoid combat" as a unique selling point because the end goal is to escape, as the zombies are far more numerous than the players can possibly kill.

In addition, we felt that the scavenging element of the game, where you open the doors of abandoned houses potentially revealing zombies, and only being able to get the supplies you need by scavenging these dangerous places was a good fit for the theme.



If you break these points down into keywords, they can be summarized as [Numerous enemies that are hard to wipe out], [Combat that is optional], and [Scavenging for supplies indoors]. We've already talked a lot in the dev notes about how we've been building things like the "Sight/Noise", "Alarm", and "Chase" systems to bring these elements to life...

However, the question of what and who these “Zombies” should be was another issue.


[h3]First "Zombie" setting: "People who died in the Black Death.”[/h3]
Initially, we prioritized the gameplay features of a strategy game rather than giving the zombies themselves a strong narrative or setting, such as having a top-down view of the terrain and keeping the characters as small as possible for a perceivable "mass" feel.

So, with just the general idea that people who died in the Black Death were reanimated, we worked quickly to create the game as seen below, with the corpses dressed in medieval peasant’s clothing, showing how the disease had deformed their bodies - abscesses, black coloration, rotting tissue.



While this version worked for the tactical gameplay we were going for, there were a few things we didn't like.

The biggest issue was that the characters and enemies were too "cute" for the atmosphere we wanted. This was a choice based around visibility and the ability to distinguish a large number of units. If we were going for a light hack-and-slash zombie mood, it would have been a good match.



However, as we started thinking about building a more serious narrative with "Humanity" as a keyword mentioned in the previous post, we realized that it would be impossible to achieve in this direction.



The zombies did have a deformed feel to them which was good, but the characters had to wear masks or helmets because we felt if their eyes or faces were visible it diminished the mood.



However, it was difficult to represent a wide variety of characters in this form, and it was also challenging to justify why all the survivors are wearing masks.



Also, unlike the board game Zombicide, which was focused on playing one-shots, we knew that if we wanted to create a campaign experience that lasted over the timeframe we were aiming for, we needed "Character Purpose" - a narrative plot. Where are these characters going? What are they doing? What are they trying to do with the resources they've collected on the map?

To accomplish these requirements within the "Medieval" theme, we reworked the narrative to be one where players are "Escaping the Black Death by fleeing to the Holy Land.”


[h3]Second Setting: Pilgrims' Escape to the Holy Land[/h3]
In some cases, during the actual Black Death outbreaks of the Middle Ages, there are accounts of people who believed they could escape the plague by reaching some sort of sacred place, such as a "Cathedral" or "Holy Place," in order to survive the scourge.

With this in mind, the idea was to create a narrative of a pilgrimage of sorts, where ordinary medieval people faced the unthinkable and believed that they could be saved by reaching the Holy Land...

Gathering resources on the map is about survival along the way, and constantly gathering weapons/food/medicine/etc. is the only way to persevere in a world overrun by monsters.

As for the artwork, it took a lot of research and trial and error with reference games with similar ratios and perspectives to come up with a specification that would "get as close as possible to the mood we wanted" while still allowing for a large number of enemies on screen.

We gathered the resulting real-world game resources and created the concept art below, which was released on Reddit around November 2020. (Original Post Link)



Thankfully, we received a lot of positive responses and it's been an important source of motivation for us throughout development.

Based on this reaction, we assumed that the theme and presentation of the game was validated, and we only needed to complete the content and systems needed for actual gameplay.

Of course, it wasn't easy, and we've already talked about the process of changing the focus of the gameplay in two archive posts (#1, #2).

Eventually, however, the underlying "Creatures" changed along with the gameplay, and we're looking forward to sharing the story of how the Pestilent, plague-ridden corpses, became Infested, the current Early Access version of the creatures, in a coming post.

As I was writing this post, I realized that it’s essentially the narrative/art perspective of the first archive post that we shared. Looking back, it seems like we’ve been through so many changes and reworks to reach the place we’re at now!

As a developer it’s always difficult to let go of an idea that you’ve worked so hard on and start over, but when you know wholeheartedly the direction you’re heading is the right one, you simply have to trust the process!

Next week, we’ll be back with the story of how the Infested came about!

Until then as always, thanks for reading!
REMORE

[Lab] Surprised and Surrounded #2



Greetings, Survivors!

In our last Lab post, we shared the design intent behind the “Surprise”, “Out of Sight”, and “Surrounded” systems we're currently experimenting with.

However, since we focused on design intent and conclusion, it might be hard to imagine how that translates to the actual combat experience...

So today we're going to share a bit more details, along with the history of the experimentation that led to these systems.


[h3]First Experiment - Is “Surprised/Surrounded” actually fun??[/h3]
Our first experiment was to add Surprised and Surrounded "as is" to the existing Early Access version of the combat rules to see if they made it more fun or if they conflicted in any way.

The goal was to add these rules on top of a basic build for procedural map generation that we were already experimenting with, to see if they would "encourage field of view play (Surprised)" and also if they "add interest to battlefield manipulation (Surrounded)".

The reaction to this test was somewhat divided: the use of the Surprised and Surrounded system was fun as intended, but there were a number of existing rules and content that seemed out of place or in need of tweaking.



[h3]Positive[/h3]
  • There's more tension than before (due to Surprised) to stay out of sight, and a pretty strong sense of reward for getting a kill without raising any alarms.
  • Battlefield manipulation skills like Grappling Hooks and place swapping have more meaning due to the value of Surrounded and feels more enjoyable as a result.
  • It's more intuitive to know "How to do it Right" compared to before.




[h3]Negative[/h3]
  • The concepts of Caught and Surrounded clash, requiring battlefield manipulation to “escape capture” while also trying to set up Surrounded formations. It feels a bit too much.
  • Being caught off guard by an enemy you can't see now feels more negative than before.
  • Creating a Surrounded formation with freely deployable/retrievable barricades feels a bit heavy handed and forced.

At this point, we had an important choice to make: do we tear the existing combat system to shreds to fit our new concepts, or do we abandon Surprised/Surrounded because it doesn't fit with the existing rules?

It was at this point that we started thinking about the direction of our planning, including whether or not to remove the concept of “Caught". In the end we decided to rebuild the entire system around “Surprised/Surrounded".


[h3]Second Experiment - Rebuilding the Rules around Surprised/Surrounded[/h3]
In the second experimental version, the Caught rule was removed, and the concept of directional vision when recognized was also dropped - the intention was to focus the overall tactical play on Surprise-centric before recognition and Surrounded-centric after recognition.

First, we added a sort of "Scouting Item" to help you see where enemies are before entering a new room. We wanted to try implementing an item that could "Light Up the View Ahead" and then, if it worked out, add the concept of lighting the darkness with a "Torch/Lantern" or something along those lines.



We've also simplified the rules for Surrounded to allow for "multiple enemies" to be surrounded, as the original "Surrounded" only worked if there were a greater number of allies than enemies adjacent to them, which was a bit hard to recognize and only complicated the rules.

The new rules are that any enemy or ally that has "No Tiles to Move to" are considered Surrounded, regardless of the number of enemies/allies, which means that the Surrounded rule will work even in situations like the one shown below. The original idea for the Surrounded concept came from the rules of Go, and the goal was to modify the rules so that we could actually create situations like the "multiple stones at once" in Go.



Unfortunately, it still didn't have the feel of completeness that we were initially aiming for. The scouting item, while clearly effective, was not only cumbersome to use, but also had the problem of being useless if you lit up a room and it was empty...

Also, creating a Surrounded angle was often "impossible to create no matter what" depending on the enemy's post-alert movement. While the removal of the Caught rule definitely reduced the "punishing feel", the goal of enhancing the tactical feel of "so how do I play this game well?" was not achieved to the level we had hoped...

It was not easy to create Surrounded situations outside of setting up/recovering barricades, and the feedback from our first experiment that "the play itself feels heavy handed and forced" remained an issue.


[h3]Third Experiment - Systematizing “Out of Sight Preview”, “Moveable Objects”, and “Swapping Places”[/h3]
While the remaining issues were not insignificant, we felt that the Surprised/Surrounded itself had a lot of potential to be fun, so we set out to find a way to address the issues that were raised.

For scouting via “Surprised”, the idea was presented that instead of creating a separate scouting item, it would be nice to be able to “Sense the Presence” of enemies within a certain distance, even if they are out of sight, in the sense that you “Felt Their Presence.”

There's still no way to know which way the enemy is "Looking," so there's still a sense of Out of Sight, but if there's a large group of enemies across the room, it gives you a general idea on whether to scout accordingly or take a different route altogether to avoid risk.



For Surrounded, we also experimented with making Willam's Swap Places Skill, which was a Unique Perk for him, a common feature that all characters could use.

If "Battlefield Manipulation" is the basic fun of the game, then the ability to get out of the way of an ally or get between enemies should be available to everyone at the cost of TP, with the intention of fleshing out each character's quirks later in a more deeply tactical way.

Instead of removing the freely deployable/retrievable barricades, we've also been experimenting with a way to move pre-placed objects on the map by pushing/pulling them around. This was a feature that was requested a lot in Early Access, so we thought we'd give it a shot and see if it made sense.



And thankfully, the new features we added worked very well!

Depending on how you utilize the place swapping, you could create a Surrounded formation if you wanted to in almost any situation, and it added a lot of depth to the game as there were a lot of different possible outcomes rather than a “set answer.”

The ability to “See Enemies Out of Sight” also worked out better than expected. You can throw rocks from “Out of Sight” range to “Prevent” them from seeing you, and it has the side effect of reinforcing the emotional impact of the game, as you don't know exactly what's coming, but you can sense it.

Of course, the rules aren't 100% perfect yet: creating Surrounded situations using Place Swaps is quite challenging even for us Devs (just like Go is challenging in real life), and the Pushing/Pulling of objects was not as easy to utilize as we hoped (compared to Place Swapping at least).

However, the fact that the third experiment gave us confidence that we could use Surprised/Surrounded itself as a base system was a big win, and it's also encouraging to see that the feedback was much more positive compared to the second experiment.

We’re really excited for players to try out the Surprised and Surrounded systems in the future, as we’re hopeful that they’ll be as positive about these changes as we are!

Thanks as always, and we look forward to hearing your feedback!
REMORE

[Dev Note] Surprised and Surrounded!



Hello again, Survivors!

Last week, we talked about the direction we're taking with the redesign of the Combat Systems, and how we're keeping the "Design Intent" of the core fun elements but making them more engaging and proactive for players.

Today, I'd like to share how we’re realizing this goal, and some of the outcomes of our testing!


[h3]Utilizing "Enemy Sight" through "Surprise" and "Sight Evasion”[/h3]
As I mentioned in the last post, the first thing we tried was the “Surprise system.” We took the “Out of Sight Attack Bonus” that was previously only available as an effect for some weapons and instead made the base rule “If you attack an enemy from Out of Sight, you deal Double Damage.”

These are also some changes to the rules for enemy sight,
  • Enemies that have sounded the Alarm and become "Aware (Red Arrow)" change their field of view to Omnidirectional,
  • If you end your turn outside of the enemy's Line of Sight, you will not be attacked during the enemy's turn.


The field of view rule changes are due to feedback that it was too difficult to get out of the way of enemy attacks, with the goal of allowing players to use the field of view system to their advantage.

While many games in this genre have an "Attack Range" and give you a chance to stay out of harm's way, Remore's Infested have a very long movement range, making it very difficult to do this.

While we do provide a means of disabling enemies with "Shield Block", "Barricade", or "Injure/Stun", we decided it would be best to give players a way to use the basic system of "Out of Sight" to their advantage first.

This is the same intention as when we talked about the "Surprise System" earlier, where the "tactic of utilizing a skill or tool" is something that we want to deliver as additional tactical depth after players are comfortable with the basic system.



Our internal evaluation of the “Surprise” and “Out of sight” systems is pretty positive. We decided that 2x damage was too much and reduced the damage bonus to 150%, but the end result is that it still feels tactical, with a "kill as many enemies as you need, grab some supplies, and get out of there fast" feel to it.

However, we still had a deeper issue to handle: "Catching/Caught".


[h3]Weighing the Pros and Cons of the "Caught” system.[/h3]
Up until the Early Access version, "Caught" was a key part of the combat system. It was a way to pose a real threat by making it harder to ignore a swarm of enemies by having them raise an alarm, and it was a key way to increase the value of battlefield maneuvering skills like pushing and pulling that we see as a hallmark of the game.

However, for those not yet familiar with the game, we've found that it often feels like a fairly harsh punishment to have a large number of enemies immediately swarm and grab your allies when you're caught in their Line of Sight, even though it's still your turn. Especially in the case of “Blisters”, depending on where you're caught, the difficulty of getting past them without taking damage can be rough.

Also, in the original Early Access version, when an enemy was facing "Diagonally," they could grab two allies in that direction at the same time. We received a lot of feedback that it was hard to understand "Who" was caught and “Why.”



So, we asked ourselves, "Can we achieve the design intent of “Caught”, which is to intimidate and increase the value of battlefield manipulation skills, in a different way than the seemingly punishing system of “Capture/Caught?”

In fact, in the case of feeling “Intimidation”, the "Sight Evasion" system above makes it easier to create this by simply increasing the number of enemies that appear, even without catching the player.

Traditionally, given the difficulty of escape from capture, we've tried to make sure that our level design doesn't have more than a certain number of enemies that have the ability to catch an ally at once, if possible.

On the other hand, with the concept of Line of Sight evasion, it's now possible to outrun 8-10 enemies in a dangerous spot without taking any damage, as long as you give them room to escape. Of course, once an enemy spot you, they'll continue to track you, so it can be dangerous to simply run away.

We felt that this experience of having a large number of enemies creeping up on you unless you take them all out, was closer to the feel of the board game Zombicide that we were originally inspired by, so in the end, it was closer to what we originally wanted to do.



So now, if we can find a way to address our second goal, "Increase the Value of Battlefield Manipulation Skills," we've concluded that removing the “Catching/Caught” mechanics can lower the barrier to entry, with no loss of both thematic and tactical value.

After some thought, we've decided to go the route we're currently on, which is to base the game on a system that allows you to "Surround" enemies.


[h3]Surrounding Encourages Battlefield Manipulation Gameplay[/h3]
Here's a quick summary of how the new "Surrounding system" we're experimenting with works.
  • Enemies with “No Available Tiles to Move to” are “Surrounded.”
  • Enemies that are “Surrounded” are dealt Double Damage.

In other words, surrounding an enemy, whether by taking advantage of walls and doors, direct movement of friendly characters, placing barriers, or any other means, gives the player a clear advantage.



With this system in place, combat is guided as follows.
  • Tactical Points (TP) are used for battlefield manipulation such as moving, pushing, and pulling to surround the enemy.
  • Weapon Points (WP) are best used against enemies when surprised or surrounded to maximize damage.

It was hoped that this aspect of play would help separate the roles of TP/WP and also create a much more tactically diverse set of situations than just “'trying to avoid being Caught.” And, thankfully, we've found that this is exactly the outcome!

Of course, as always, these positive results didn't come so easily - there was a lot of experimentation, including tweaking the surrounding conditions, the foundation of the battlefield manipulation techniques to create the “Surrounded” condition, and also the enemy placement and level design fundamentals, and this prototyping continues today.

However, since this post is already quite long with just what I've said so far, I'll save my experimental attempts to get the Surrounded System working as intended for the next post.

Rethinking all of our designs for accessibility while maintaining the core fun of the game was no small feat, but after a lot of thought and experimentation, we're happy to report that we're able to put “Surprise,” “Sight Avoidance,” and “Surround” on solid new footing.

We'll be back in the next post with more details on our experiments and what game elements will be changing as a result!

As always, thanks for being here with us on this journey!

Until next time.

Thank you,
REMORE