First Card Designs

Things keep on moving over here at Squeezymon Games as we focus on getting a printable version of the game together. With a printable version, we’ll be able to expand our playtesting pool and really iterate on the final adjustments to mechanics and balance. And so we’re excited to present to you our first card …

Artwork Poll – Results

In addition to the poll posted on the site, we also passed out our artwork poll to friends and family. All artwork was graded on a scale of 1-5, with 1 being they strongly dislike the artwork, and 5 being they strongly like. The goal of the artwork poll was twofold: Determine if our artwork …

Artwork Poll

We have been hard at work sourcing our first round of artwork for the game. Our final commissioned first round piece just came in this morning, and we’re excited to post this poll to see what you all think. Your responses here will help shape the future artwork of the game! Thank you in advance …

Game Stats: Nov-Dec 2020

We’ve gotten better at tracking key metrics on our playtest games. It’s provided great insight on our game design decisions to ensure we are moving in the right direction. We wanted to share how the game stats have changed over the last few iterations of the game. The Stats Good/Bad: A simple binary ranking if …

Game Balance – Testing Version 1.7

We’re currently testing version 1.7 of our game. Version 1.0 began the first time we moved from using notecards with scribbled writing to a first printing of draft cards. There are three main changes to the game, all focused on increasing game balance: deck churn, static actions, discard. Deck Churn As we’ve talked about before, …

Incorporating Randomness

While Randomness (often referred to as RNG) often gets a bad rap, it is an essential part of creating a good game experience. Even games that state they focus on minimizing randomness have a clear element of randomness in them. Gloomhaven, for example, would not be nearly as fun if the enemies did the same …

Combat Mechanics – Part 3

Our combat mechanics have been the most tested and iterated rule set over this entire process so far. We tested both how cards are structured, and the actual combat mechanics. Here are the main changes. Card Structure Each unit card, from the beginning, has had 3 stats: Attack, Defense, Wounds. During combat, attack must be …

World Building – Part 1

We’re big on theme here at Squeezymon games. Give us a good thematic game like Arkham Horror LCG, Warhammer Fantasy, or anything from Gilded Skull Games, and we’ll be happy campers. Unfortunately we’re not the best at making thematic stuff, but we’ll catalogue our attempts at it anyway. WARNING: likely to lean heavily on common …

Expansion – Praise Duarus

We’ve been testing the game with our base human army set, which consists of 30 unique cards. This limited card set was helpful to get the core game mechanics down, but to add additional depth to the game, we completed our first expansion set, Praise Duarus. The set is based on Duarus, the goddess of …