Tech Over Tea - Deep Diving Into Game Development | Paper Cactus Games
Episode Date: October 31, 2025Once again we the 2 of the members of Paper Cactus Games on the show to talk about Fox and Shadow, it has been about a year since they were both on the show so lets find out what has changed since the...n.==========Support The Channel==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson==========Guest Links==========Steam: https://store.steampowered.com/app/2134370/Fox_and_Shadow/Website: https://www.papercactusgames.com/foxandshadowTwitter: https://x.com/PaperCactusGameInstagram: https://www.instagram.com/PapercactusGames==========Support The Show==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson=========Video Platforms==========🎥 YouTube: https://www.youtube.com/channel/UCBq5p-xOla8xhnrbhu8AIAg=========Audio Release=========🎵 RSS: https://anchor.fm/s/149fd51c/podcast/rss🎵 Apple Podcast:https://podcasts.apple.com/us/podcast/tech-over-tea/id1501727953🎵 Spotify: https://open.spotify.com/show/3IfFpfzlLo7OPsEnl4gbdM🎵 Google Podcast: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy8xNDlmZDUxYy9wb2RjYXN0L3Jzcw==🎵 Anchor: https://anchor.fm/tech-over-tea==========Social Media==========🎤 Discord:https://discord.gg/PkMRVn9🐦 Twitter: https://twitter.com/TechOverTeaShow📷 Instagram: https://www.instagram.com/techovertea/🌐 Mastodon:https://mastodon.social/web/accounts/1093345==========Credits==========🎨 Channel Art:All my art has was created by Supercozmanhttps://twitter.com/Supercozmanhttps://www.instagram.com/supercozman_draws/DISCLOSURE: Wherever possible I use referral links, which means if you click one of the links in this video or description and make a purchase we may receive a small commission or other compensation.
Transcript
Discussion (0)
Good morning, good day, and good evening.
I'm as always your host, Brodie Robertson.
And today we have a returning indie game podcast.
Last year, we did an episode with two of the people from Paper Cactus,
the developers of Fox and Shadow, and now they're back again.
So for anyone who hadn't seen that prior episode,
how about you introduce yourself, and then we'll go from there.
Would you like to go first, I reckon?
Yeah, yeah, I'll go first.
I'm Jackson from Paper Cakeers Games, like we just said.
And so I do a lot of the programming work for that.
But, you know, indie games being indie games, we all wear many hats.
So I'll be running around doing production, all that kind of stuff.
But yeah, and I'll let Leo describe himself and maybe a bit of the game.
Yeah, hi, I'm Leo.
And I deal with most of the visuals as the lead artist and parts of the game design,
which we kind of work together on with Jacko.
and Fox and Shadow is a dual deck building roguelike
and where you pilot little drones to scavenge from a broken city
and you mix and match human emotions with robot commands
to build decks to kind of tackle any obstacles in your way.
I think the first people anyone...
Like, the first thing anyone's going to think of when they see this game
is Slay the Spire, right?
Like that's immediately what comes to mind.
It is, like you see Slay the Spire,
you see sci-fi but my experience trying out the game it's not just that it's just that's a very
good comparison to like sort of get people to understand and up to speed with what the game's
trying to be so we like to think that we're a bit of a mix a mix of slay spy and transistor
where we've taken the very card um card battler with the whole randomizing of your deck plus
transistor system of
combining moves to create new moves
and I think that's at the very
core of our system. The idea is
that we give players a lot of control
on how the decks emerge, how they can customize
it, and how they want to tackle the challenges
ahead.
So... Yeah, I think that's...
No, go on. One of the things I was going to say is
like I think your intro there is actually a really
cool one because
yeah, that is one of the fun things you keep coming
across is that exact reaction of
oh yeah, so it's Slavis the Spy
right and then people are like yeah yeah i'll keep going to try like slave the buyer is fun and then they go
oh i get it now yeah it's that real moment of like when we've been able to see that i think it's one of
the weird challenge for us maybe on like a marketing front is to be able to put those aspects like
be able to be like okay cool but why why more than slated spire and really sell that maybe um and
like help people see what cool stuff there is about it um yeah so when i last had you guys on the
show, I believe it was, I want to say it was a couple of weeks before the Kickstarter
happened.
I think so.
That sounds about right.
Yeah, I was, I was having a look when it happened, and I reckon maybe a month or so
before that, because that was mid-ish last year.
Yeah.
It would have been around this time here, almost a year ago.
Yeah, just thinking like the, yeah, the Kickstarter was in October.
and that's just burned into my brain because it was post-PACs.
So it's just like straight out of a bunch of convention season
into a Kickstarter is definitely a not stressful way to live a life.
Right, right.
No, it's great.
Also, yeah, lots of effort and not much downtime.
So I guess how did that go and what was the intention with it?
So I...
As far as the Kickstarter went, we got what we needed to.
We helped us get some more development funds to help provide us with what we needed to get to an early access date.
And we've been chugging along with those funds since then.
Yeah, it was primarily just to help us get a bit more funds in our pockets just so that we wouldn't have to move off and do other things and put the project on hold.
Yeah. And I think it also, in addition to that as well, it has like a couple of other really cool benefits, one of which is being out to be like, cool, how do we, how are we like describe yourself to people and like, do people actually vibe this? Like, yes, cool. Like we're going to get a bit of cash and stuff like that, which is like probably like the primary thing. It's like, yes, we need this to keep eating and living and making the game. But it also means we get a chance to see, okay, are people willing to buy into this?
And it was really cool to see that and see the community support for it.
And I think, yeah, one of the really nice things is because so far
to fund this whole big venture of making a video game,
we've had a bit of government support.
And now it's been really cool to get also the community coming in to help with that.
I really like having that sense of like multiple stakeholders.
And, you know, not just feeling like one person is giving us all these resources to do stuff.
So we're like beholden to that maybe.
Like, yeah, it's really nice.
So I think that's a really cool, cool feature of it.
And, yeah, it also, like, fuzzles us to describe what we're doing, like I was saying.
So I think it's, like, a really good thing for us to focus in or, like, what are we building and, like, really understand it in a way where, you know, like, you know something, but then you have to say it.
Right.
You get tested on, like, yeah, cool.
Like, as the words come out in your mouth, are they making sense?
So, yeah, I think that's all really good stuff for people as, like, they wouldn't necessarily expect it when they're doing a Kickstarter.
So that'd be my, like, my recommendation if they are going through it.
It's like, those are, like, weird hedge-edge benefits.
Yeah, that's one of the things I've noticed having a lot of indie game devs on this podcast.
A lot of them, they have a really cool idea and are not really sure how to explain it to people.
Like, they can show you gameplay and they can just be like, hey, here's a demo, try it out.
But they don't really know how to talk about what the game is in a way that sounds engaging
and other people are going to understand
the sort of vision they have for it
and I guess
putting yourself in a situation where you kind of have to do that
otherwise no one's going to try to fund the game
I guess it does act as a
it sort of acts as a forced learning experience
definitely yeah
I'd say that in conventions as well
just like being there and like having
you know a hundred people a day or something
that you're going to have to be like
like so what's the game and you're like well fox and shadow is a rogue like deck builder like um
and you know yeah um i think the challenge the challenge in the the kickstarter one is that you don't
have that back and forth so like in a convention i can go oh okay cool what's your like experience level
if i say rogue like deck builder am i talking some other foreign language to you or is it like are you
like oh yeah hell yeah tell me more like where are we at um and then yeah when you're doing just that
like hey we're doing a kickstarter now and like broadcasting it out there isn't that yeah that too
two-way. So it's very, very good as like a reinforcement on top of that. Right. So with the
Kickstarter, you kind of just get this like, you get this first impression and that's pretty
much all you get. More or less. And I think the other thing with indie games is a lot of us
are trying to do things that push or twist on an existing genre. So it's a lot more
difficult than saying, oh, we're a
Metrovania or we're a
deck-building rogue-like. We also
have to start explaining some of the mechanics
without explaining the mechanics.
We have to sell the feel of it.
And that's sometimes very difficult
to do without having
a large playtest group or having
a lot of experience trying to sell the games,
which is why conventions are so important,
because it gives us a window to see where
people click in on a game and
what they actually is honed in on.
So, again,
And it really depends on whether or not games have had the chance to try that experience.
And the other thing is that sometimes we just make really complex ideas,
and they're really hard to sum up in one to two sentences.
Yeah.
And that can be a really good test on if the idea is too complex, maybe even for play testing.
Like sometimes you'll get that, you get the thing where it's just like,
yeah, speaking about it is not right.
You do just need to feel it.
But sometimes you can be the kind of like, okay, is anybody picking up what I'm putting down?
is a good check as well.
Yeah, yeah, all those kind of things I think are really important.
But yeah, all of this, just in case we got any of the indie devs listening,
is like a really good reason to go out into cons if you can
and try to get your game in front of people,
even if it's like a super early stage.
I don't know, like there'll be a bunch of other reasons and things
people feel like maybe they shouldn't go out and do cons or something,
but I'm like always there just being like, show the thing, do the thing, make it happen.
because I think it's just a good experience
if you're going to feel like you're going to have to do it later
do it earlier
find out all the hard bits
and then know what they are so that when it matters more later
then you'll be in a better place to do it then
I don't know yeah
also like people come back and actually see your game evolve
after multiple events
and it's actually really nice to hear
people say oh this game evolves every year
it's good to see that you guys are still working on it
It means that people have actually remembered your game.
Your game is in their consciousness.
And they're actually looking forward to it to some level.
And that's kind of how a lot of exposure works.
You keep hitting people until they realize, oh yeah, this is something I dig.
This is something I want to be a part of.
And I think also there's, even though it's going to be less people,
I think there's still a lot of value in going to like smaller cons.
I can imagine some devs, you know, they,
they want to work on the game and they're really dedicated to doing that and they want to take their game to, you know, a Pax or some of the big event at some point, but they don't really want to do the smaller events and I would, maybe you have some opinions here, but I would say the small events help because it gets you, it puts you in a mindset where you know how to talk to people who are playtesting your game before you take it to a large event where more people are going to see it.
So you get that experience at a smaller scale, and then when you take it into that big event,
you're able to sort of show off the game in a better way than you otherwise would have been able to.
Yeah, I'd say so.
I think that the smaller columns are actually really good for meeting up with other devs.
And what you get is a share of knowledge, tips, and techniques, as well as their own experiences,
which means that you don't have to go directly through them.
it really depends on what mindset you're going to the cons with
are you going there to get wish lists or are you going there to
I guess learn about your game and how to sell it
because realistically right now
the consensus among most indies is that
streamers are the way to go to advertise your game
social media is difficult to pierce the veil
And as we were talking about before, just before this show, I guess, we were talking about sometimes how your most popular posts aren't always directly relevant to what you are actually trying to do with that account.
So what you're doing at the conventions is you're doing testing.
You're doing testing.
You're doing market testing.
You're doing play testing.
You're also trying to make sure that you know your local community so that when they do something, you can help boost them.
and then, in turn, they can do the same for you.
So the local cons are really, really valuable for that reason.
Well, on that note, that's sort of why I brought the devs back for this one.
I didn't know you were going to be there at the power-up event in Adelaide,
which is a really small event, like super small event.
Like, for anyone who's not in Adelaide, it's not even a con, really,
because it's a free entry.
It's two floors hidden in a shopping district in Adelaide.
And I think there was maybe four, five games.
I think it was five.
Yeah, something like that.
Hidden away in this like concreted warehouse room.
Yeah, it was five, I think five or so developers.
And then a bunch of other like kind of, kind of,
playstations, or sorry, like,
places where people could go and play games set up there.
And so, yeah, we had some, you know,
like they had a silk song sitting there
as a thing you could go up and play,
so that was getting a lot of use.
But yeah, and then some like artist alley stuff around nearby.
But again, it was a lot, I know also I think,
if I understand it correctly,
it's like a lot of the artists who couldn't be part of the main AFCON
event get a chance of this one.
Yeah, artists with a main focus there.
Yeah, which is really cool because, like,
I think we actually had a bunch of really good artists who, like,
it's frustrated because they should have been,
that Avcod, like, you know, there's a really competitive selection process there.
So I think it's great that we have, like, an alternative venue for those guys to be able to do their
stuff. So, yeah, it is kind of small and it is kind of like, oh, yeah, it just kind of pops up out of
nowhere. But, yeah, they're like, those are great because what I found really, like,
amazing about this one was it's being pretty small in previous events, but they've kind of
figured out how getting people in the door works. And then we had, like, just definitely so many more
people this time around.
And yeah, I think that was like something that probably like the artists were
knowing like from like doing business there and all those kind of things.
It was, yeah, it was really popping this year, which was cool.
I look forward to like even more of it.
So yeah, by doing those little cons, you can make them into bigger cons.
Right, yeah, people who are going to go to those are likely going to show up.
And yeah, it's going to get bigger, but also they're likely going to see you in other places like
at Avcon or wherever.
age if you take it there or any of these other places.
Yeah, totally.
And I think that's one of those ones as well where, yeah, I don't know.
I always like thinking about the players that we're making the game for, right?
Like these are the people who, like, when I can see their enthusiasm, like, for the game
and their excitement and, like, that's stuff that's hard to fake, then I know that,
okay, cool, we're on the right track and we're doing something.
And, like, I don't know, as a game developer, I'm, like, making some kind of small,
positive change in somebody's life, that's awesome.
Like, if you're ever, like, stuck in kind of, you know, like, development hell or something
where you're just like, oh, man, today is a hard day and, like, do I really want to keep going?
He's, like, knowing that there is that sense of positive feedback, like, yeah, do not
underestimate the value of that, I think.
It's very cool.
Hmm.
Hmm.
I guess also with these smaller, I, I think you guys were at Avicon, yeah?
Yeah.
Yeah.
I feel like I maybe walked past where you guys were,
but were you guys, like, squished between two other games?
I feel like I might have seen the poster.
But it was like, there were two games next to you that had big crowds.
If I remember, if I'm thinking correctly.
We were, I think we were decent size.
We had two tables of stuff, and we had like merch being sold at one of them, I think.
Okay, okay. Maybe I'm misremembering then.
Yeah, I mean, the thing is that, like, Afcon being Afcon, you know, the crowds are, like, ebbing and flowing.
Well, Avcons be getting bigger and bigger every year as well.
Yeah, which was very cool. Like, the whole two set up thing, like, the fact that they're actually, like, getting used out of two venues was neat.
Yeah. And I really enjoyed the extra space for foot traffic this year, because last year was very cool for scale, but also very crammed.
So, yeah, this was really good.
Yeah.
But yeah, no, I think that's the feeling I have at AvCon now a little bit as well, which is a good thing.
But, yeah, usually I try to find a time to sneak out and go talk to other indie devs.
Well, if you say for after dark, you know, it usually quietes down then.
So if you want to talk to people, then it's usually a lot easier.
Yeah.
And then you're also getting to that point where, you know, a lot of the devs are also getting kind of like, okay, so we've been here for.
We're about 12 hours down.
Right, right, right.
That makes sense.
It's still good.
I like it.
Because you kind of get that kind of like, oh, okay, cool.
If it's quiet, we can just hang out.
But, yeah, no, I think it's more a testament to the size of Avcon.
And, like, the stuff that's happening there is, like, yeah, my ability to just, like,
go around and, like, meet all the new faces and make sure they know about all the community
events and stuff.
It's just like, it's the new logistical challenge, I guess, yeah.
Yeah, from my side, I think I spend.
probably the entirety of Saturday, just playing...
I wanted to go try out the games from the devs I didn't know.
But then there was also like 10 people there I'd already had on the podcast before.
So like, okay, I've got to go talk to you guys as well.
You know, see how your game's going.
Because I don't even know how many games they had there this year.
But I'm pretty sure I spent most of Saturday just playing games.
Yeah, it's 40-some.
something I think, if I have to say it off the top of my head, was about the number.
And I'm like, yeah, it's, you know, when you think about that and, like, how many,
how many people they're, like, talking to the folks and then playing the games, yeah,
I'm like, that's, trying to cover all that would be rough.
Yeah, it's, no, it's great, though.
Like, I love the fact that there is so much going on now.
Mm.
And it's, yeah, yeah, like, huge fan.
As much as I didn't particularly like the layout last year, I do.
I do see now it makes more sense
to have the games be something you see
immediately as you walk in
because back at the old location
it was in like a separate room
they were using the whole
of the entertainment setters
convention, the building on
in the big building near the train station
the big is it called the Entertainment Center?
Oh, convention center
convention setter, yeah.
Yeah.
Had you been to that one before when it was still there?
Yeah, that was probably where iPhone has historically been for like the last 10, 15 years.
Yeah, it started at the Adelaide Union and then moved to there for quite a long time.
Yeah, and it was always just like a weird little add-on it felt like with the indie games room where either we were tucked away in some small little room or we were in the corner out of the way.
Right, right.
at least at the Wayville,
is it the Wayville Showgrounds?
Yeah, I forgot the name.
Yeah, yeah.
We had the interviews placed alongside some of the bigger events,
and it was a much more inviting area.
It didn't feel as dark and dingy.
Not to say that, yeah, essentially there was just more lighting.
There was a bit more open.
It was a bit more inviting.
And it does help the mood a lot.
Well, it also helps that it's something you say,
as soon as you're walking because at the old location you had people would walk in
you would have the entirety of artist alley and then the um the ex the the the the the
like all of the like corporate sellers like crunchy real things like that that would be in a big
room and then after that point is where the game stuff was but it was like you know as you're
saying the lights were kind of dim you could if you knew it was there you knew it was there
but a lot of the foot traffic was sort of like it was like it was
it was like focused towards the entrance of the building.
Yeah, particularly in like kind of like a little closed off area as well.
And it always, it did feel like a like, yeah, you, it was kind of like, oh, okay, cool,
I've walked around most of Avcon and now I guess it's time to go check out the indie games
or something like that, right?
Yeah, so I think it's been cool to kind of have that open up a lot more.
But I think that's, it feels like a little bit of an almost historical like artifact in the way
it was set up like that in that like it really was about that indie kind of atmosphere rather
than necessarily trying to be a corporate selling atmosphere so um and that is one of the things
i really liked about afcon is that like you don't have to be this super super super
polished game to bring your stuff there it is really about just having the chance to put it out
in front of people and so i do never want that to change about afghan um and i try to give that
feedback to them whenever i can um but yeah it's cool to be out of now have like a bit more of a platform
for both styles of things
where you've got, you know,
some folks like us who are there going like,
oh, okay, cool, we've, like, done kick starters.
We've got some merch and stuff we can sell
if you're interested in buying it
and all that kind of thing.
And, yeah, being out of bee alongside folks
who are just like, yeah, I've just here with a laptop
and tell me, is it fun?
Like, you know, that kind of stuff like that's.
Yeah, I saw a couple of people with our student projects there
who they want to turn into a full game.
Yeah, amazing.
And that's like a great, like, kind of outcome milestone thing
to have for a student produce, like, cool, we need to be able to put it on a desk at AvCon
and have people be able to play through it. Yeah, it means you've got like a really tangible
end goal. So, one of the things that you were talking about when we were at Power Up was
you're working on like development tooling. I'm blanking on the full context of what you
were saying, but that keyword stuck in my head. Yeah, yeah.
So I guess to try to summarize it a little bit, one of the big things I've been working on.
And the reason there's not been, in our game, a lot of the players who've been kind of tracking it and like seeing the demo and stuff like that probably haven't seen a ton of like outwards progress for a lot of things for a while.
And the reason for that is I've been going through the back end and just trying to basically rebuild it from the ground up, so to speak.
And the reason behind that is we want to have really good developer tooling so that we can get the game design.
is being able to just change any mechanic without coming through me is the programming bottleneck.
So being able to kind of separate the programming logic for like how does the system and the
engineering run. And then the like game design like logic. So to be, you know, people be able
to talk about things in terms of like, oh, when the turn ends, this should happen. Or like,
this character should take damage. And you can just kind of do that from within the like editor
rather than having to be like, okay, cool, I'll just open up my, like, ID and type some code in and stuff like that.
And, yeah, that's like, I don't know, because, like, that kind of developer tooling stuff is stuff I'm pretty, pretty passionate about.
So, yeah, like, there are a bunch of other cool, foreign effects that I could probably ramble about for a while, but I'll try to, try to hold it back.
But the main trade-off, I guess, is that, yeah, we're still sitting in here.
And Leo is very patiently waiting for me to get a bunch of stuff ready so that we can hopefully show it off at packs.
We'll be coming in hot, so to speak.
But, yeah, basically, I think as soon as we hop out of this, I'm going to be back to work on some of that stuff because I'm really excited for it.
I think
like the fact that
Jacko has been giving
I'm taking the time
to develop these tools
it means that I've had
a lot of opportunity
to actually do
all the other artists
that need to be done
and I'm like almost nearing
the end of some of the pipelines
which is actually really nice
because I was very worried
at the start of the project
that I'd be like
sitting here for a year
while Jacko was done
with all the game content
and we were just waiting
for all the visuals
so like it's actually worked out
very well for us.
We'll be getting a very big re-haul
all together and everything's going to be
completely different once Jacko has done with what he's doing.
So I'm super excited for it to happen.
Well, if you want to go more into
details of the developer tooling and
like sort of what you're trying to achieve with them, I'd love to hear that.
Yeah, awesome. So
I guess I'll start with saying that like
so we're a pretty systems heavy game.
So one thing I've noticed, at least like this is kind of me, I'll espouse and personal philosophy,
but like the one thing I've noticed about a lot of like game engines and stuff,
particularly Unity is the one I'll pick on because that's what we happen to be in,
is that it's very well geared towards stuff that's like, I don't want to use the word tactile gameplay,
but things like platformers or, you know, to a certain degree, first person shooters or things like that,
but like real time there's a physical world and stuff like that that's happening there.
And then you want to add like a systems heavy layer to that.
And all of a sudden, I'm looking at stuff like, okay, cool.
So I'm going to need an event system.
I'm going to need actions like that that are going to happen and things like that.
And Unity has tools for doing that.
But they're pretty bare bones.
They're not very ergonomic.
And they certainly aren't speaking in the language that game designers would want to be speaking in.
There are kind of third-party plugins that you can pull out for doing some of these.
But again, like a lot of the ones I've seen are very, like, I'll go with like, you know,
feel is the classic kind of one that a lot of people use.
Like I saw somebody using the corgi engine or something like that by more mountains
and try to make a game out of that or they'll look like the top-down shooter thing.
And yeah, just like trying to piece those together and use those tools.
And yeah, like none of it really felt like it was the kind of thing that would really be
working in a systems heavy game where I need like, okay, this, my character does damage now,
but oh, this character has like a status effect that's like whenever I take damage to do this
stuff. And maybe I have a status effect where it's like whenever my, a character I've targeted
it triggers a status effect. Like, you know, stuff happens with like all these chains of logic
that are flowing around the place. It, you know, that's probably a very overly complicated
version, but it's really hard to express that with any of the tooling available to game
designers. So you'd really need to be a programmer. And even then, you've got all these edge cases
that's suddenly going to bubble up. So what I'm trying to do with that is make a system that
lets people just kind of go, okay, cool events. Like, will trigger actions. Actions might
have a couple of effects, and you can say who they're targeting. I won't do the first.
full technical breakdown of the whole system, but you can see already, like, how with that kind of
a framework, now you can start building your own, like, individual gameplay actions. Like,
if you have an effect that is a damage effect, and it targets something with health, then, you know,
it's going to receive some damage. Like, those kind of things. And now I'm talking in a game
designer's language, and they can make tools with that. And the ultimate thing would be,
you know, like, it doesn't just have that. It also has, like, stuff for a map with turns and
tiles and tokens that move around.
So you've kind of got all of your board game mechanics sitting in there as well.
So if you're like natural happy places like board game stuff, you could be like, oh, cool,
I can just iterate with this.
And then also trying to make all this stuff happen so that there's like a graphical front end
that's listening to all these changes and being able to replay at like a slower speed,
what's being acted out in this kind of logical backend simulation.
The two things are, like, not running at the same time.
We want all of the back-end stuff to just play and know what's happening.
And then the front end can, like, take the time to explain to the human
what's actually going on, even though it's happened in, like, 10 milliseconds in the back-end.
Yeah, there's a bunch of stuff like that.
And I think, yeah, the other one would be, like, having prediction.
So, like, preview of all the possible options.
So let's say it's on your turn.
One of the things we want to do is be like, oh, if you did attack this,
character, like how much health would they lose? Or which characters are actually available for me
to attack right now? And so the back end will do a lot of that preview work and kind of go,
okay, cool, this is what would happen if, you know, this branching possibility. So you can see
like that's a kind of a bit of a complex system. We also don't want to simulate the entire
possibility of everything because that's too much. We can't do that. And your poor
laptop battery does not want us doing that. So we won't.
But yeah, that's a bit of the technical challenge there to be able to really get that going.
And you can see like all of that work, like that complexity spawning out is for something as simple as,
oh, here's like a little like hover over like tooltip change number for what the damage would be.
So the surprising level of like complexity and like doing things to this kind of depth to get that like very simple little feature.
Yeah, so it's a bunch of fun.
I think the only other bit I'd say is I'm also trying to make it all like serializable.
trackable means that we can kind of have, if we wanted to, the history of everything the player
has ever done, which gives us a lot of fun stuff we could potentially do with narrative in the game
if we want to be kind of seeing what the player has done previously and reacting to that.
Right. So if they may be defeated a boss with a certain type of damage, for example.
Yeah. Yeah. Or if I noticed that you're only playing this type of card.
Like, yeah, or if back at this point in time you said X to this person or every single run that you've ever taken, you've always picked this option.
You've never gone this other option with this character.
And we think that there's like some narratively interesting moment that that should happen if that's being this kind of repeated case.
We have the tooling to be able to express that if this back-end system works and does that.
so yeah there's like just so much capability that would be built into it it's yeah it's the classic
thing of like oh man like all the possibilities right right it's like we build this tooling now
we can do anything we want with it like what where how far do we take this yeah um and like
i think the last bit i'd say like kind of based on all the excitement i have around it um
and this is stuff i've kind of talked with leal about a bit we don't have like a solid solid
of the roadmap or plan for this, but something I'd really love to do is to take as much as I can of it
and try to open source it and make it so that like, you know, if I feel like I don't have it
there for me, as much as I enjoy building it, I would have enjoyed just being like package
download. Thank you. Yep. That'd be great. Let me start doing this. So yeah, like being able to do
that and provide it back to the kind of developer community would be super cool. There's probably
like another level of polish on top if I'm going to be giving it to other people outside the
team like documentation all that kind of stuff that's it's a bit more but yeah I'd really love to
be able to kind of contribute back in that way and yeah then if people are like oh this part sucks
and I wish it worked better then they can tell me and I can fix it and it'll be better for us
hopefully um yeah that's awesome that is definitely awesome and uh developer tools are one like
these engines are obviously very generic right like unity is very it might have a flavor towards
2D platforms but it's intended to be a super generic tool and the tooling it provides internally
is going to be in a way that is applicable to most games but that's an area i haven't really
had many discussions about with developers building your own additions on top to make their
development process easier. But like, if you look at any of the, any of the games that people
love throughout history, they've always had some sort of system that has made it, okay, unless you
want to go super far back, system that's made it easy to build things on top. You know, you think
of, like, all of the map editors for older games, like Quake, for example, when things like that
just make, especially with a smaller team, you don't want to be bottlenecked by the development,
having to say, okay, I need to write all of the code for this.
Even if you modularize it, there's always going to be things the developer is going to have to add.
And being able to automate some of that systems and make it so the artists and the designers can actually do things themselves besides just doing the art or just doing design documents is obviously going to make the team flow in a much more functional.
a way.
Yeah, I mean, I'll throw to Leo on that one maybe because, A, I've been talking for a while,
but B, also because I think getting the perspective of how, like, as much as we can say,
I can say, oh, I think this is great.
I think there are a bunch of trade-offs.
And I think getting that perspective from like the kind of other side of things is pretty cool.
So I don't know.
I guess on your end, Leo, how do you find using it particularly while it's in development and
not the final finished product?
Honestly, the fact that I can interact with most of this without having to know a lick of code makes it really effective.
It means that I can quickly iterate on whatever we're putting into the game, do balance passes, do changes and add in new content without having to ask Jacko to do it.
And that means we get faster turnarounds.
It means that Jacko can add in and work in some on our other features and make it so that I,
game really sings so essentially rather than having all the workload in jacko and me sitting and twilling
my thumbs after all the art and design is done i get to actually now help out with the design
i'm sorry the implementation and that's actually a good workflow once we do get the system in
yeah yeah yeah i think that's that's one of the ones as well as it lets me kind of like as i'm
developing it obviously i'm getting the feedback from the design
So we're using it of like, okay, cool, like, is it, like, what can I do with it?
Or, like, I think sometimes it's one of those ones where I'm like, oh, man, I feel like it's just like this system isn't quite good yet, but I'll like, when in doubt, push it out, basically.
And then go, okay, cool, they'll find a way to work around it.
Like, okay, it's going to take me a week to like re-engineer this to do it this way.
They're like, no, no, okay.
But if I had to do it in like 10 extra clicks, I can do it like this.
And I'm like, yeah, yeah, you could.
It's a bit painful, right?
And then they'll be like, I'll just do it into extra clicks.
You know, like that kind of stuff.
It helps you break out of, you know,
try to over-engineer things, I think, to a certain degree.
And really go, okay, like, what is blocking the game from progressing
and, like, where can we try to hit those pain points?
So I think, yeah, it's good to have that aspect to it.
And I think kind of also bringing it back a bit maybe to,
you kind of mentioned map editors and things like that.
Yeah, I think those kind of tools are particularly cool, and one of those ones that inspired me a little bit.
So, I know, I'm thinking back to, you, like, I don't know, like the Age of Empire scenario editor stuff, or, like, age of mythology would be one of the ones, because I remember being able to listen into, like, events or something like that.
I think it triggers and, like, have, you know, a bunch of characters spawn to create this kind of cinematic event in there, and just being like, oh, cool, I'm like some small nerdy kid who doesn't understand programming or anything, but, like,
I feel like I'm creating a thing.
Yeah, that's one of those feelings.
I was really excited to try to be added to Fox and Shadow as well.
We don't, again, have a firm timeline for it
because that's going to be a bunch of extra work on top.
But if we have this framework,
a lot of the heavy lifting for creating something like
an in-game, like modding experience is kind of done.
And it's a matter of us getting our developer tooling
and exposing that more and more
to just, like, be part of the game
and letting people remix what we have for Fox and Shadow
and just, like, creating their own version of it.
You know, I've got this pie dreamer, like, yeah,
we go and, like, have a platform
where people can, like, download and share
each other's modded versions and, like,
have a little leaderboard you compete on or something like that,
you know, like all the pie frames.
You know, I also wear the producer hat,
so I'm, like, producer hat on, like,
okay, okay, that comes after release
because we want to make sure we do get the game out the door for people.
That's like priority one, two, and three.
But yeah, we want to make, like,
try to just, like, make the game so that it's something that's fun and joyous for everybody.
And I think a lot of people get a kick out of being able to tinker with things like that.
So, yeah, it's something I'd be pretty passionate about.
And in much the same way, like, it'd mean that if we,
if I do do that open source framework, it means other developers can also put similar stuff
to that in their games, um, more easily maybe.
So yeah, it's, um, yeah, just like there's really cool opportunities there.
Yeah, but you don't, you mentioned there with the producer hat, like you, you don't want to go
too far with it because it sounds like there's a lot of ideas. And just looking at the, um,
looking at the Kickstarter, there's a lot of stretch goals that were there, which, you know,
you can keep developing this game for another four years if you really wanted to.
Yeah. I mean, like, you know, we sit somewhat next door to the folks who did Silk Song, and they sat on that for a good period of time. And like, they spent that time well, like, just kind of fine-tuning stuff. They weren't just, like, kind of sitting on their butts, you know? They were, like, they work hard.
Well, I feel like most people know this now, but Silk Song was originally going to be a DLC for Hollenite that expanded into a game that I think is longer than Holo Night.
And sometimes it'd be like that.
Yeah.
You know?
Like, yeah, if you want to really take an idea and, like, let it go to its ultimate thing,
it, like, that takes time and effort and iteration.
But, yeah, at some point also, like, practical reality is hit.
And when it's your first game, as a small studio, you know, where, like, we need to get things done.
We need to make sure that the game actually gets in people's hands.
And I think, actually, like, I think it was you that was talking about this.
just the other day, Leo. But yeah, like, a lot of the stuff being that the things you learn from
your first game, you'll need to apply to your second game. I think it was either you or Sean.
It's both. I very much subscribe to that. Like, you learn...
Hello, hello, Lou. Discord decided to cut out my audio. I couldn't hear you guys for a second.
Does that. Okay. I didn't hear anything that Leo was saying to just start it. Can you hear me now?
I can hear you now. Test me, testing. Okay. So, I,
I'm now trying to remember what I was saying.
Right.
I think a lot about learning is taking something to completion,
about making sure that you know what you're doing,
and the more you do something, the fast you get.
It's the same with art, the same in the writing, same with coding.
The experience is what matters.
So being able to finish Franklin Shadow means that we will be better equipped for future projects
and will be better equipped to see problems before they happen.
and it means that we have a better flow
and it means that nothing that we do
is wasted because we learn from it
and ultimately
that's what the indie journey is
it's about making mistakes and getting
better
because again a lot of what
we do is for us
we're making games for us we're making
this unfoxion shadow because we wanted
to make a game like this
and while it
may end up in the public
hands primarily we're designed
for us.
Yeah.
Because I think, you know, it's a classic thing of like, okay, like, do you just make a game
that you know you'd want to enjoy or, like, again, the players would want to enjoy, and the
answer is like both.
But like, I am a bit of a subscriber to the, like, if you don't enjoy the game you're
working on, gosh, that's going to make your life hard to actually, like, figure out if
you're making a fun game.
You know, people find ways to do that, but like, yeah.
Yeah, I don't know. It just, I think particularly if you're strapped indie dev, like, you just don't need that extra level of, like, difficulty. Just make a game that you enjoy. Which I think is really cool. Ultimately, if you can't make a game that you're enjoying, like, how can you make a game that anyone else is going to enjoy, right? If you enjoy something, you know that there's at least one person that likes it. If you don't like your own game, you don't know if anyone likes it.
Hey Brody
Hi
Hi
If your Discord is messing up
We can move to a boosted server
And that may make the connection a bit more stable
I don't know
It should be fine
That usually I don't have
You don't have two disconnections in one recording
If it happens again
We'll jump over to that
All right sounds good
You heard what I was saying though
just before, yeah?
I believe so.
We were talking about, like,
just like the person.
Oh, yeah, yeah, yeah.
If you make a game that you enjoy,
at least, you know, one person enjoys it.
Yeah, yeah, yeah, that kind of stuff.
Yeah, I would, like, one of the things I'd say for that
is, like, I think when I've seen people try to do not that,
it involves, like, copious amounts of play testing,
like, A, B, testing, you know, all those kind of things.
But now you're kind of getting to that, you know,
more classic software engineering tech,
where you're like, like, you know, glasses up.
I have a problem to solve.
Right.
Like, you're doing engineering and, like, psychological evaluations almost.
Like, it's like not what they say, but, like, where I feel it goes.
And I think it lends itself well to the classic, like, loot box, money-sucking kind of environment,
which I think can be very financially lucrative because it does,
Like there's no part where you have to be like, oh, yeah, is this game fun anymore?
You've got a metric, which is how much money am I getting out of this?
Right.
And how can I maximize that?
And it really deviates from, is this an enjoyable experience?
I think that's almost the logical conclusion of doing that is that you kind of tend to end up going down that path.
And before I get too morally high horsey about it, I feel like there is, you know, people need to eat.
get some kind of financial role for the game
so I'll not try to
demonize it too hard but obviously
there are places in society where that's being
taken way too far
so
it's not to like throw any shade against like
you know the I don't know
the door modeler for some
AAA game company but like
you know if your
entire position is modeling the doors
for some you know massive
RPG right like
your position is so diluted
that you don't even know what the full game is.
But like people have to pay their bills.
I think a lot of it comes down to
are you working for passion or are you working for money?
Right.
And if you're making an indie game,
you could be trying to aim for money,
but if you don't believe in the product
and you don't find a fun,
how can you assume that anyone else will?
Right, right.
And I think there's always the fine line of straddling of making yourself happy
versus making your playbass happy.
Because you can quite quickly develop a playbass that you never intended to.
I point to media like My Little Pony and various other things.
But you can very much quickly go into a route that you didn't expect.
And it's up to you to figure out whether you really enjoy it or,
you really don't. So I think, at least with my art, I ended up in watercolors,
despite that not being my preference in terms of what I like to consume. But it's a process
that I found easier and it seemed to resonate with different crowds. And that created a connection
with an audience that I didn't quite expect to connect with. So a lot of, this entire act
of being in indie dev
is a balancing act
between what you want
to do and what
your audience wants you to do
and what you are
you need to do to be financially
responsible.
It's always a struggle to find
the center of that triangle.
Well, yeah, I think it's important to have a vision
but you can't
ultimately
you are producing a product
and
it's
important to have a vision, like, you see a lot of games where they have a vision
initially, and then they listen too much to feedback and just completely diverge. And
sometimes that works. But other times, you end up trying to create something that appeals
to everybody. And by doing so, it doesn't appeal to anyone, because it's such a,
it's such a watered down experience that nobody is really connecting to it.
because you've tried to please everyone with it.
I mean, I guess the way to think about it is games are a conversation.
You're trying to say something when you make a game.
You're trying to send across a message.
You try to send across a feeling.
And that's very hard if you don't know what you're trying to send across.
And when an audience complains or says something about your message,
it's not necessarily that your message is wrong.
the audience doesn't quite have the same scope to what you're saying, what you're thinking.
And you need to be able to pick out, say, there is something wrong here.
What they're suggesting may not be the right fix, but they are right that something is wrong here.
How do I either enhance my message so it's clearer and that people start to resonate with what I'm saying?
Or is it a message that I need to send out?
Right.
And you're always stuck between that.
question. You get better
at
dealing with this as you
as you sort of get more experience and you
sort of understand where you
want to be. That's the crux of
the entire creative process
behind game dev or any media really.
So
I guess it's
the audience is right about
something. They may not be right about
what they think they're right about and
you really need to stay
true to what you want to do.
At least in this space.
Yeah, I'm sure you've both seen,
you've both seen this image before.
The problem solving is an art form
not fully appreciated, fully appreciated by some.
Yes.
So, everyone who doesn't know about it,
it's the, it's that picture of trying to explain
what a swing is,
and different stakeholders are going to have
different ideas and different approaches
on how you would solve it.
And the user, they just wanted a simple tire swing,
but the user's generally not able to explain.
Players and users are able to explain a problem,
but they aren't really great at explaining the solution to the problem.
They can say a system is broken,
but not necessarily how you're going to go about fixing it.
Yeah.
So like the classic one is a really good.
description of what you encountered and what you expected is amazing because then yeah like
the person on the other thing can take that and go okay cool like at least this part is objective
and we can work with that but yeah so much of everything we do is like i don't know yeah fundamentally
emotionally emotional and not in the negative sense but like irrational creatures of like you know we're
not like logical like fundamentally human beings we have feelings and we miss things or misreads
stuff and all that kind of stuff. So yeah, it's a very interesting challenge to like kind of, yeah,
match expectations, I guess, for what people have. And sometimes you just can't. You'll get
a negative steam review because it's like, I really wish there was like a, you know, a fishing game
in this. Like, you know, it's a very arbitrary example. But I think people will get what I mean, right?
Like it's like, yeah, you can't please everybody. And like, yeah, like you're saying, you probably
shouldn't try to.
You have to head out in a couple of minutes.
So if there's anything you want to touch on before then,
we can do that right now,
and then we'll set everything back up for just me and Leo.
Yeah, no, I think that's pretty...
I think we've covered, like, a lot of really cool stuff
that I was, yeah, I'm always excited to talk about
the kind of, yeah, framework for building the game and the game design thing.
I think the one last thing I will say,
I think is really important on what we've been talking about
is for people looking to get into games, you know, I don't want to like send people away from
those stable jobs in game dev because the industry is hard enough as it is. So if you get
that opportunity and you think it's a good opportunity, you know, and it's something you do,
you are passionate about working games, take it. Because, yeah, the indie dev path is, it's raw.
Like, yeah, if you're not there because you really, really want to be an indie dev, um,
I'd struggle to recommend it.
I think people should, but they have to be kind of crazy like us.
It's not a nice well-trodden path.
The great reward comes with taking huge risks along the way,
and it'd be almost irresponsible of me to say to people,
hey, go take those risks.
But that said, if people are interested in it,
definitely feel free to drop me a line
or jump in Discord and ask questions.
If you're around Adelaide, come meet us at Game Plus
or anything like that.
Like, I think as a community,
like helping each other makes the whole thing so much easier.
So yeah, definitely, definitely engage with that.
And then hopefully, yeah, all the people at home
are playing games will just see even more cool indie games coming out.
So that's the benefit to everybody, I guess.
All right.
Yeah.
I guess if that's all, I'll set things back up for me and Leo.
And, yeah, it was a nice chatting again.
yeah no always happy to chat and I'm glad we got to like have that kind of yeah our sit down or so and um yeah always always happy again if you ever want to chat more um just let me know and i'll jump back on awesome awesome um so leo you still good to continue for a bit longer
absolutely as long as you want me okay awesome um i guess yeah let me just pause the recording so we should be back now okay the rest of the episode is just going to
the two of us. Jackson had things to do. Anyway, I guess one thing we hadn't really touched on
is there was a bunch of stretch goals in the Kickstarter. So you had some stretch goals for additional
characters and additional drones, yes? Yes, that is correct. So I guess what do you
want to know about them? I guess, well, what is going to be in the game with where the
Kickstarter reached, and I guess what do you plan to do with what wasn't met?
Okay, good questions.
So at least in our game, we're going to have, at the bare minimum, two drones and two
humans, and that gives us a combination of four different decks, and without having that
combination, we kind of don't have what a game was intended to do.
So it was never going to be a question whether or not we were going to do that many, um,
At least two humans and two drones.
What we wanted to do was three drones and three humans.
And realistically, a lot of the stretch goals involved getting funding to pay additional artists to do card art.
And that was the main reason to get the Kickstarter going.
It was to get additional funds so that we could actually afford to do additional content for the game.
Now, that being said, what we're going to end up doing is probably releasing a game into an early access state with what we have, the two drones and two humans.
And if there's a willing or if there's enough time, we'll get the phones, we'll then hire out the additional artists to do the work.
Or I might simply just do the rest of the card art on my own.
because what getting to the early access state does
it gives us more time to work
it gives us time to accumulate the funds
it gives us better testing bed
it means that we can kind of evolve the game
in early access and get more content out
and the idea with early access
is to have all of our features complete
but to be able to slowly eke in
and test out content and to add it in
as an ongoing ebb and flow
until we get to a full release state
so the intention is eventually to do the three drones and three pilots yeah that's it because
what we're going to be doing is also once we get to feature complete we'll be reaching out
to publishes in hopes of getting additional funding for what we need okay okay so there's
quite different there's quite a few different avenues on how we proceed but essentially we just need to
get to an early access state, which I'm so excited to get there, because we're on the
castle of Jackal breaking through on the entire system rework, which means the rest of the new
content can now flow into the game, and they're really what makes our game shine.
So what you see is the very base level of functionality in our game. It's not quite enough to really
delineate us from Slay the Spire as much as we'd like, and it's not quite as far as we want
on the customization level for the characters and the cards
and being able to expose all that nice, juicy, tactical goodness.
So, yeah, the intention is to eventually do the other characters.
And you know, it's just a question of who's going to be doing the art.
Right, right.
Yeah.
Because I think off the top of my head, there's about 20 to 30 illustrations per set.
And then there's another five sets to do.
So that's about 150 plus illustrations that I'd need to complete for...
Right.
Yeah, you can see how that's kind of a big task to ask.
Even if I was pumping out, what, one a day?
I'd still be there for the entire year.
One a day for the working year.
Right, sure, sure, sure.
Yeah, yeah, yeah.
So with the card taxes, I don't believe this was in...
Maybe it was in the game last time, and I just didn't know it was there.
But at PowerUp, I got to play around with the card combination system.
So taking the trait, if I'm understanding it correctly, you take the trait cards and then the other cards,
and you can merge them together, and then you get some special new card from that.
And you can also then combine your duplicates of cards, and that will decrease the cost of card or increase the effectiveness of it,
depending on what the card is.
Exactly.
So the idea here is that you get a lot of...
One of the big things and big mechanics in deck building games
is the idea of getting rid of your basic cards
and thinning your deck.
Our system incorporates that all in one move.
So essentially you've got your very basic command cards
which are inherit to your factory settings drone,
your factory default drone.
And what the humans do is they add in their emotions
and they can't change how the programs work
and how the maneuvers are pulled off
and essentially we're getting rid of that basic card
and making it more powerful.
So you're already getting a lot faster progression of power in your deck.
The duplication system helps further thin your deck
by adding in all of the same cards together
and basically, oh, I want to be doing this defend move
but I want a stronger version
so I can do it more and moves for turns.
So that's what the jublet system does.
The next layer that isn't quite in the game right now
is the virus-in-vodd system.
So when you're going through the world,
you're essentially beating up robots
and you're taking their data,
you're taking parts of them to try and enhance your programming.
And so sometimes those cards that you do take in are modified.
So sometimes they're better with the upgrades
and they give them extra little perks.
And sometimes they're filled with viruses
because you just hit the robot too hard,
and the entire systems have gone corrupt.
But these add little variations into the moves that you've got on.
So you're starting now really customize the cards to how you want to play
and how you want your deck to evolve,
and you get that really fine-tune, I guess, deck that feels unique each runs
because you're not just playing with the same old cards every run.
You're playing with the cards with additional perks.
it's very much similar to Wild Frost's charm system
or Monster Chains' gem slotting of their cards
and that's the next stage that I really want to get into a game
Is that different from the cards having the modifiers on them
because that was something that was in the game of power-up?
So right now we have rudimentary power-ups in
but they're pretty much only exclusively purchased
what we want to be able to do is add in a system which we're calling the overkill system where the rewards you get from enemies change depending on how much damage you deal oh okay yeah so the idea here is that if you get a robot exactly to zero HP so you basically deactivated a turn off the switch you haven't actually damaged them beyond what you need to that gives you a high chance of mods and upgrades which i'm sorry upgrades so better gear
but if you go with overkill and deal excessive amounts of the damage
and we're talking like dealing almost 150% of the target's HP
you're getting overkill so you've kind of reduced it to base metals
and you're getting a lot more money but you're also getting cards with viruses
because the data that you're pulling out is corrupted
so this is the way that player gameplay really impacts
what you get as loot and that's something that we really wanted to be part
of a game that how the player runs through the game changes their experience.
This is again shown in our narrative systems where depending on what cards you have,
so the emotions, the traits that you've taken and the commands that you've added to you to
change the narrative choices you get in different encounters.
So what we're trying to do is building in that whole holistic experience of how the player
goes through the game really impacts how they're.
what the game throws back at them.
Sort of like Undertale,
sort of like,
there's another game that's
all the tip of my head
and I can't remember right now,
but we were very much inspired
by that Undertale
genocide pacifist run
sort of aspect.
So there's sort of a,
you want to encourage the player
to not just
hit an enemy as hard as possible,
but if they want
to get
better card rewards,
to sort of think about how they're defeating an enemy and sort of juggle that idea in their head.
Do I want to risk take an extra turn of damage to maybe kill it at, you know, perfect kill?
Or is it better to just get it done over with, get it like killed immediately,
even though the card reward's going to be slightly worse there?
Exactly. That's the choice that we want to throw on the player.
And like, this is, what we're doing is we're adding an extra level of skill.
and planning into a game.
Players don't have to engage with it.
It's not like a min-maxing strategy,
but it is a strategy that rewards people
that are playing the game as we want
and to a higher level.
Right, okay.
I think this is a really cool way to approach
and really a...
I am excited to see how this all actually plays out.
because there are we
sorry you go
no no it's um
I'm just
like
I'm always interested
to see how card games
try to differentiate themselves
because
you know at their core
they all share that same
that same singular mechanic
of you are building a deck
you are trying to
create some sort of
useful deck for whatever encounter
exist. And I'm always interested to see how these games try to add new flares into that and just
make it a unique but familiar system.
With a twist. Right, yeah, yeah.
I think when we're going and approaching design, you have to talk about the intent of the world
that you're making because how the players interact with the world inherently
colors how they're going to perceive your story, perceive what you're creating. So while I'm choosing
a medium of interaction is very important. Like you wouldn't, I'm just going to go with board game
analogies here. D6s are very simple. They've re-rollered eye is completely random. You almost have
no control. But the way you'd add in control is changing what each of the faces do, give the players
a sense of customization. And suddenly, RNG is no longer RNG. It's, I
planned this. I did the cool
thing. Not, oh, I rolled
a D20 and got a
one. Oh no, I failed!
It's like, oh, that now
triggers my other ability.
And so on and so forth. So the medium that you
choose to convey your game mechanics
is very important because there's
only so many things that you can do
with that said medium.
But what
you choose to do and what you choose to omit
speaks volumes
of what your game actually is.
we really wanted to get the sense of scavenging we really wanted to get the sense of planning and plotting and trying to get resources out of things which is why this overkill system is so cool because it's now you're starting to think like how the humans in the world will be thinking because they're trying to get scrapped to kind of survive they want to try and maximize what they get and it's a question of do we be highly efficient and become more powerful or do we literally
go
a shit
and wreck everything
and there's like
different fantasies
that now players
can actually play through
because I'm sure
if you've played
any strategy games
or even any fighting games
there is such
a glory
of completely
curbs stopping your foes
but
the narrow victories
are also just as throwing
because it's like
oh my God
I can't believe that worked
oh my God
I pulled that off
perfectly and that's what we're really targeting that kind of feel that that juice to gameplay
it's not just I'm doing everything I need to survive I'm scrambling for a win it's I'm doing this
my way I'm going to win my way so you want the game mechanics to feel like it makes sense
for the player in the world they are doing things that they're able to experience the world in a way
that they want to experience it.
Yeah, essentially.
And we're also training
the player to accept our storyline.
Because once they're in that mindset
of thinking about approaching problems
in specific ways, they start
to lean into the narrative.
And I think,
I think Eldon Ring is one of those games
where you get the power fantasy.
You can level up to infinity.
you can become whoever you want to be
and the game lets you do that
it's such an open world story
you've got powers that you can level up
abilities you can learn
and it's all how the player progresses
it really gives the sense of freedom
whereas a game of chess
has very rigid roles
you're limited in what you can do
but so is your opponent
so it makes it a very even battlefield
where everything is reduced
to the most
optimal move you're meant to think about how you can win with the least amount of losses well actually
chess is more about how you want to win but there's a lot of um you could add in to that factor
it's like oh legacy chess you if you lose a piece you go into the next round without having that piece
so then suddenly the game changes very drastically because it's no longer a symmetrical game
and you're adding in the idea of loss
and that's probably a way to consider wars
like you aren't going to be completely refreshed after a fight
but that's the kind of feelings that we're targeting
that's the kind of things that we're thinking about when we're making mechanics
or we should be making mechanics
because nothing I feel really turned off when
say in a fbs shooter I've been running through the entire town
gunning, shooting, and taking down all my enemies and absorbing bullets.
And suddenly, in the cutscene, I get shot and I'm on the floor.
Right.
Or, like, my favorite one is, I'm playing, like, an RPG, MMO, something like that.
And I'm playing a healer, and then someone just dies in front of me.
It's like...
Exactly.
I was just spamming a revive, like, five minutes ago.
What is happening?
Essentially, and what they've done is there's a disconnect between the mechanics.
game mechanics in what is possible
versus the world.
And if the healer could heal
but not revive, that will feel
so much more pregnant. It's like, oh no,
this is how it feels. I wasn't
able to heal him in time because of
X, Y, Z, and now they can't
revive. And
there's a very fine line to balance between
in-world realism
versus fun, because
can you imagine the MMO where you can
revive someone? Sure, sure.
it.
So, yeah, I'm signed
around because I'm like a reason. No, no, I think
what you're saying makes sense.
I think
when game mechanics
disconnect from the story
and you, like, with
the revive example, you can create
systems where
it makes sense.
Let's say you can revive people,
but, you know, if this
person dies, they're sent to some other
realm, right? Like, you can make it,
makes sense in the plot why that person is killed
but when it's just oh I'm playing a healer
I can't heal in the cutscene
like that's immediately creates a weird disconnect
it does it does and like the one of the solutions
is oh you know very specific things to revive someone
so you have to feed them something
or you have to put something that they have to swallow
and if their jaw gets blown off they cannot lock a spoiler
sure but yeah it's just like
you have to have those little details
when you do story, I think.
Otherwise, it just all falls apart.
I think one of the worst offenders is like Kingdom Hearts.
You go through, you're basically this immortal, darkness killing thing, and you get wiped
in every cut scene.
Like, Kingdom Hearts 3 was like a very sad experience to me where you went through all
the worlds, and Sora never really retained any of their lessons between the worlds.
It was just like, oh, didn't you learn this in the last game?
oh you're learning this again
power of friendship
and then
in the final boss scene
everyone gets wiped
spoilers
but again
it's just like
those grand climactic scenes
don't quite make sense
whereas
again this is spoiler territory
have you ever played
Final Fantasy Crisis Cool
no I've not played
Crisis Call yet
okay I won't spoil it then
but essentially
how the game ends
actually feels
thematic
they've tied in
the cinematic
with how
the final fights go
they really make you
feel those emotions
those endless moments
I won't spoil
because if you ever get to the game
it's like a really great ending
No I only recently
like three months ago
played Final Fantasy 7
the original on the PSA one
so I need to get around
to crisis court at some point
yeah yeah
it's a good game
pick it up
um i very much enjoyed it but yeah it's like when games nail um the blend between mechanics and
story you're doing a job as a designer and players aren't going to be reading your story from back to
end they're going to be interspersed with moments of gameplay um unless you're like a game that
has 20 hours of cinema intro cinematics and then yada yada yada you don't actually get to shoot anyone
right um but but what the players end up doing most
the time is running through your gameplay loops.
They do the same parts of things over again
to achieve what they need to do to progress the story.
And if it doesn't feel good
and everything isn't tied together,
then there's going to be a huge disconnect.
Hades does it well.
I was just going to break up Hades.
It makes sense, just at a basic level,
it makes sense why you are constantly dying.
Like that is a core plot,
to the game. Why are we constantly doing runs?
Exactly. It feels so nice to know that these characters are immortal, but they have a set
respawn point, which is why they don't just shrug off everything. And it makes every battle
seem so frantic because you're at the bottom of the well and you're trying to climb up the
spider's thread. You're fighting your way to victory. And every time you fall back down,
it's like you have to go through the entire experience again. There's no.
short cuts there's no do-overs there's just you need to get there and it feels more
frantic the better run you get so because like the first time you finish Hades is amazing
because it's like oh my god I finally beat it I've gone through all of this I just
finished tutorial yeah um and it's the entire experience the story is you fighting through
hell and I think they've done a great job at that
Mm-hmm. Yeah, I completely agree.
When then even just like later elements, like when you go to the surface and, you know,
it like all of this is justified or once Hades decides he wants to not be an asshole,
why he continues to fight you at the end of the run, like it all makes sense why he continues to do so.
It does, it does, and it's just good writing to,
writing with
a nod to what you're actually doing
because yeah
I don't know
there's so many games out there that don't
they're
it feels like the narrative
the mechanics there are
they're all separate fields that are siloed
and they never talk to each other
and that means that nothing's
interesting to find and I think that's why
indie games are doing better than
AAA
games in terms of
innovation
because
as you said, you could be the door guy
at a AAA company. You have no
context for the rest of the world. You could
easily forget or not be told
about, oh, doors don't matter
because this character can run through walls.
So then, why are you making doors?
You know what I mean?
Yeah, yeah, yeah.
It's just all those little context things
that are harder to flow through
a big company. Not to say that they can't.
It's just harder.
There's just so much communication overhead.
There's so much people that...
People don't always want to read or listen in
or learn about the thing they're doing
because they're treating it as a 9-5.
They're going in, they're doing the work,
they're coming out, and then they're doing what they really want to do.
Whereas with Indies, you have to go in and do what you really want to do
and then clock out and be able to take a rest.
Rest is really hard for Indies.
I think you made a really good point earlier about the story and the gameplay
feeling siloed in a lot of games
I think RPGs are really bad for this
where a lot of the time
you know it'll be like you're a new adventurer
blah blah blah and like you know
15 minutes into the game
you're fighting some giant dragon
when you're supposed to be some guy who
just left his village 10 minutes ago right
right now I'm playing through Trails in the Sky
and I think it does a really good job
at making you feel like you are a beginner adventurer.
Like, during the, during the start of the game, right?
Like, you'll be sent on, you know, one of your early quests is go kill rats in the sewer, right?
It's not a difficult encounter.
It's there to sort of explain the combat mechanics, but it's like,
it doesn't throw you into things that are way too difficult too quick.
Like, the craziest thing that happens in the first, like, eight hours of the game is you go and fight some bandits.
And this, it feels like you're actually, you know, it makes sense, right?
Like, you've just started being an adventure like a week ago.
Like, all of this makes sense.
It makes sense why you're, this is the, like, thing you're getting yourself involved in.
I think that sounds like it's a very character-driven story.
opposed to an event
event driven story
because stuff like
found fantasy is driven by the events
the worlds
the things that throw and upend your world
that you're left dealing with
things that you're not expecting to
whereas a character-based story is all about
the people that you're playing
it's a lot more grounded usually
usually
and it's all about their experiences
and they are the story
and I think that's
where
when you're going in as a consumer you need to know what kind of story you're going
for um like again i'm always going to jump back to a movie and cartoon references but like bill um
in the scheme of things stephen universe in the early days was a very character story
while there were plot big plot events going all of the personal moments were what mattered
the events helped just introduce new characters and new threats for the people to deal with
They gave new context to people's struggles, but the people who were at the heart of it.
It's why there was so much of Stephen's downtime and not with him going through and battling all the diamonds or whatever.
And I think that's just people's taste in what they want to experience has changed.
It's why tabletop RBGs are taking such a prevalence because people want that connection.
They want the stories.
They want people to care about.
and they don't just want a cookie-cutter action flick
with the same spy with a different face.
They don't want the same story re-skinned.
They want to connect with people.
But yeah.
I think every...
Good way to put it.
I think everyone thinks they're Hideo-Kajima
and thinks they can tell some giant overarching story
across seven games
but you're probably
not Hideo Kajima
Yeah probably not Hideo
Yeah like you can
You can do it and you can do it really well
But you have to really
Really understand media
You can't plan everything out
At the same way because
the context of the world shifts
Every couple years
I remember back in 2010 when
mobile phones and iPhone, sorry, I'm not back
in 2010, when
mobile phones came in, the world changed.
When
COVID hit, the world changed.
Understanding changes with each new technology
or each great event that happens.
And there's going to be
huge shifts. Like, I think
a couple years ago,
what, AIs weren't even, like,
in the general consensus. I saw this,
I saw this, I'm going to send you a picture
because it's a, it is a throwback
to what these AI image generators used to be.
Give me, where is the picture?
Here it is.
This is a post from 2022 that came across my feed.
For anyone just listening,
this is a picture, I think,
I don't know, one of the,
I don't remember which tool this would have been at the time,
but it's 2022 generating a picture of a capy bar
are riding a skateboard and
it looks horrendous
the skateboard is like clipping
into the capy bar his head sometimes
it's not even standing on it half
the time and
the image is incredibly low
res it doesn't look
good but like
no one at the time
realized how much this would change everything
people did realize but there's a lot of people who didn't think
it would happen this quickly
I think so
Like, you always will be surprised at how quickly change sneaks up with us.
I mean, I think about how long it takes you to learn something.
Think about how long it took you to learn to tie your shoelaces.
Now, consider that you'd have to do tons of other things in that process, whereas AI gets to do the same thing over and over again until, yes, that's correct.
and there's just so many people
in putting into it to test it
and that's probably why it's
explored at such rate is why
technology grows at faster and faster
paces and it's why
I feel like a grandpa sometimes looking
at all the features that people are telling me about
because I'm like, I've never needed to use
that and now you tell me this is now
automated? Oh my God
where has
the world gone?
And
it's just hard.
Like I don't think
Us as human beings are capable of keeping up with tech, because we've got so many things
that we need to do to survive, to thrive, whereas there's always someone else working on it,
and there's not just one person, it's entire groups and organizations, building something.
And I think that's just the speed of civilization, unfortunately, that you kind of don't get to
keep up.
Well, at like a biological level, we're still fundamentally the same people that were
living in, like, villages 5,000 years ago, right?
Like, yeah, we haven't changed at the same rate, especially the same rate that things
are advancing now.
Yeah, it's just like crazy to think that we've kind of changed the world so much that
the environmental pressures are not as big of a concern.
for us where we triumph
biology with
our technology essentially
we very much
develop techniques of getting around things
we hyper optimise things
without understanding the consequences
like
this technology can advance but like
social reforms take years and years and years
laws and legislations just
can't keep up because
no even if people see that there's a problem
you need to prove that there's a problem
and that the proof comes
that's where the problem lies
so if technology advances
too fast you'll never see the problems
coming
I mean yeah again
mobile phones internet
it changed how everyone interacted
yeah
Tinder changed it how dating works
yeah yeah drastically so
I don't know if you ever look at the
I don't know if you've looked at the charts
of how many people meet online compared to, like, you know, meeting through other means.
And about 2007, it just goes, woo, sky rockets to the moon.
It just means that we don't really connect with our local community anymore.
It's harder to see your neighbors because we're talking to someone across the world
who has the exact same things that we like.
There's the exact same things that we enjoy, the things that we want to be.
And we fixate and we find community online, which is now not bound by space.
And that can leave people feeling very isolated because there's such a,
there's bits of information missing when you don't see people.
Like right now, there's probably context cues that you're missing when I'm gesturing with my hands,
but my webcam isn't here because I'm at the office and I don't have a webcam there.
But there's just so much you miss from the physical presence.
and it changes how people react
it changes how people learn
it changes how people see the world
I think some people are starting to notice this
in the past maybe two or so years
definitely post-COVID
I have seen so many board game stores open up
like I've been seeing so many other stores shutting down
and board game stores are everywhere now
I used to I used to like go into
the city to find
stuff like, no, I could just like
there's at least
three places in
a relatively short distance from me now
I think some people
are starting to
realize that there is value
in connecting in person
and
even though most people are still doing stuff
online I think there is a growing
a growing group
of people that want to do more
with other people around them?
I think so.
Just like weird other flow and effects,
but more games are also harder to produce now
or at least get shipped and manufactured
because the manufacturing costs have gone straight up
thanks to COVID, and the same with the shipping costs.
But that's like a completely different tangent.
I think people, it's why D&D got so popular during COVID.
It's like, oh, I can talk to people
and actually interact with them in a meaningful way
and not just chill and talk about the weather.
I've got something new and exciting to talk about,
and board games provide a shared meaning, a shared experience.
I imagine that if consoles actually lent into the couch, co-op and play aspect,
people would also be going for those games more,
but a lot of our tech has moved away from that concept.
Like, everyone's got their personal devices.
You've got your little switch lights, you've got your Steam decks,
you've got games that have
require you to buy multiple copies
of the game to play together like Splatoon
and it's just like
where's the good old golden I
where I would spend hours of my afternoon
playing the same old map over and over again
trying to snipe my friend
from the bottom of the hill
and have them at the top of the hill
is like ah
where's that happening now
you know
well this is what I really like about games
like it takes two, because they have
the friend pass, so only one of you
need to buy the game,
that's great, because, you know,
if you want to play a co-op game with someone
and it's some AAA game,
if you're in Australia, that's
probably going to be $110
at, like, full price.
Yeah, and then you have to buy multiple copies.
Mm-hmm, mm-hmm.
Yeah. I know.
It's just like a weird world we live in.
And I think
I think the movement
to get more physical interaction
is better
like it will
people are now getting
over the technology
and trying to get back
to where we were before
right it's less exciting
because it's not as new
it's sort of something that everyone
everyone's kind of used to it now
like you know
I remember
I remember when the early iPhones
were coming out
and you know
a new iPhone
Wow, look, amazing.
It has some crazy new feature.
And now,
if you show me the past five iPhones,
I could not tell you which ones which.
I think that's honestly better.
It means that people don't feel pressured
to be like, oh yeah, that's a new iPhone.
But that's not what the companies want.
And their changes are so minimal.
It's like, oh, I've got a better lens.
Oh, I've got a better battery.
But realistically, you don't need to change
unless your phone's breaking.
which is why, in my personal opinion,
they're not built to last.
Because I know that I've got my old Nokia
from back in the 2000s
or whenever I got it, it still works.
And I could use it.
I could, but, like, it doesn't have all the bells and whistles.
Right.
But, yeah.
Actually, I don't think you could use anymore
because the 3G network was shut down,
unless it...
Oh, just, like, phone lights?
Like, as in, like, just normal phone calls.
I don't think it's going to work on an Australian network anymore
Shit, really? That's so sad
That's so sad
A lot of other countries still have their 3G networks up
So you can probably take it with you
But yeah, I think
I want to say like a year or two ago
Telstra shut down the 3G networks
It was like a big government shutdown
Which is...
Shit, I'm so outdated
Well, it also broke a lot of 4G and 5G phones
Because a lot of phones are not made
for there not to be a 3G network that exists.
So there were people that had phones
that on the box, it said
4G LTE,
it required a 3G
network to actually do some
little stuff in the background and just
stops working properly.
Damn. Yeah. That's actually kind of funny.
Yeah, well,
it also created a problem for
emergency services
because they didn't announce anything.
So like you, didn't even know what happened.
So there are people that
they don't have phones
and don't know that they can't
use emergency services anymore
shit
that's not good
that's really not good
that's really not good
like the UK handles it much better
if um
if you're if you're in the UK
I believe they just send you
they'll like ping your phone be like
hey this phone's not going to work on our networks
that's a reasonable way to handle it
then you know
yeah no
it's better than what's his
face, that politician that sends out mass
political marketing through our
emergency systems. You know who I'm
talking about. Yeah, yeah, yeah.
Yeah.
So, we kind of like
diverged from the game for a while.
That's all right. No, yeah, no, it's definitely fine. I like going
down the random tangents.
One thing I
talked to Jackson about it, power up, was
sort of
the idea of
game balance
and I sort of
ran into a problem
very quickly
I went to a
boss tile
like three tiles in
and immediately
got nuked
yep
I guess
do you
what do you have to say
in regards to
sort of
balancing a game
where your
progression system
is kind of
tied to R&G
I think
so the inner not
gaming in me wants to say get good
but that's probably not the answer
so I think
balancing is
the player needs to experience that lost once
and then they won't do it again
but you also don't want to make it
prohibitive
this is like a hard topic to
approach in terms of balance
because I can talk about specifics
but I also want to talk about generalizations
in the genre, in games in general.
At least in our system,
we've got a little threat system a la risk of rain,
where the longer you are, the more you do,
the harder the game gets.
And that's not fully functional right now.
So what would normally happen is,
after a certain period of time,
those harder bosses would start to appear roaming on the map.
So theoretically, you'd be able to see them,
and you'd know that they're there.
You could fight them and learn,
oh no this is not something I'm ready for
but then what happens there
is that if players get
completely curbed stumped at the
start by such an enemy
they start to learn to avoid them
and that's not quite what you
want to do long term speaking
so in most
games you gate it between X amount of fights
to make it feel like it's an approach channel
you don't let the player decide
and what our solution is
since we have a free room map
is free room map
what we're intending to do
is to have the little
elite start to chase you down
if you've been in the map
too long. So you can avoid
them at the start and we won't have them
so close at the beginning
but as you progress more of them
small and more of the
start taking out the objectives
that you want and it gives you
a time pressure to actually
do things
fast. Not too
fast but like fast enough
and balance can really only be
through a lot of play testing
because you can theory craft all you want
but until you know what the general level
your audience is sitting at
you can't figure out where the correct balance is
and in this genre
we tracked both people that are very good at the game
and a very high level
and they like say oh 3,000
that's perfectly easy
easy. I can do it. Um, but then you have people that are new losers run or is like,
I don't know what I'm doing. And then that's too hard. So it's usually a question of finding
the middle ground, but also getting the harder challenges through ascension levels or like,
um, glory runs essentially. Well, I think it's also important to make sure that the player is
informed of what their actions
are going to do and what the
enemy actions did.
Yeah.
It gives you context. It gives you
an idea of how to react it
in hack and slash games. It was like
the
wind up. You get to see
the enemy. They'd flash. They'd pause for a second.
And they give you an opportunity
to dodge or get out of the way.
In strategy games,
at least as a new trend
for the last, I don't know.
eight, nine years, you get to see what the enemy intends to do, the intent system.
And that's how a lot of games make you feel like it's not complete RNG.
You get to plan around whether you need to block or an attack.
And then it's more of a question, have you built up enough to how you deal with such a foe?
But you still get the opportunity to plan.
And the RNG is more about your options in that turn.
So that's, I guess, the shift from traditional turn-based RPG.
you have all the net set
but you don't know what your enemy's going to do
so you have to kind of predict and plan around it
so I think
the reason why deck building games are so
fun is because you've got RNG
but you've got control over the RNG
is not just willy-nilly
and I'm getting away of the topic of balance
but balance comes through
a lot of testing and figuring things out
yeah yeah yeah yeah
Yeah, I don't know how good way to answer it
Because a lot of it comes from intuition
Although it comes from just observation and data
Yeah
Yeah, like
The problem of
Like
Different games are going to have different ways
You have to approach this problem, right?
If we look at a game like Sekiro, for example
Sekiro has very limited options
You have your katana,
You have a throne weapon, and you have maybe, I think it's like six or nine abilities.
This is a lot easier to balance than you look at a game like, say, Dark Souls,
where it's still, the boss is going to do very procedural things.
The player only has so many actions, but you have a lot more tools that you're disposed with.
There's a lot more weapons, there's a lot more spells, a lot more abilities you can generally use.
And then, like, but the player is still in complete control, right?
in a game like Dark Souls you can choose to use
whatever weapons are available to you at that point in time
then you look at a game like
Hades for example or a game like Slay the Spire or Fox and Shadow
where actually I'll separate that a little bit
I think Hades you can have a bad run in Hades
where you get like terrible upgrades
but a sufficiently skilled player
can beat the game
with no abilities whatsoever.
Like, people have done that before.
Yeah.
Then you look at a game like Slate Aspire, like Fox and Shadow,
basically any sort of deck builder or any sort of game where the player power is
fully tied to progression, where there's still a skill, obviously a skill aspect there to
what card you upgrade, what card you select, how you build your deck.
But you can have a truly terrible run in a card, in a deck builder,
where, I don't know, you get no damaging cards
and you're just constantly sitting there trying to defend
and chip away at the enemy's health.
So in terms of games where there's an action economy,
what you're looking to balance is,
what the enemy does,
is it possible to escape that turn with zero damage?
And I think that's the way to balance it,
is that I'm tying how much an enemy does
versus how much I expect the player
to be able to block it on a single turn
and sometimes it's like this turn
you should be completely blocking in which case
I rate up how much energy I've got
so in our game we've got four energy
and technically you can get all your defecas down to one
one energy cost
and so essentially
each energy is worth about five blocks
so if I want a player to block it for an entire turn
a heavy hit is about 20 damage
so that's where you also want to give players opportunities to damage
so that you're not just turtling that you're not just having to chip things away
and then you'd be adding an extra moon that the enemy does
that gives players a chance to attack
it is very much similar to how you do a hack and slash
where the player has both wind up time and recovery time
to be able to have windows to do damage without taking damage
and the idea of every game is that you should be able to have a perfect run
there should be not a game where you can not get a get you can't you can't finish it with
without losing a single point of HP and I think that's a test that you have to run and a test
that you have to figure out because I if you can't do that you've over you've made your game too
hard if you as a developer cannot get a perfect run in a game you've made the game too
hard and you represent maybe a high level in that field
because there's going to be people that are way better
and better than you add in any specific genre.
But if you can do it perfectly,
and that means a player that doesn't know the genre
can do it imperfectly.
They might lose a couple times,
but they can learn, they can get better,
and they can actually do it with taking some damage.
So I think that's the philosophy I take into game balancing overall.
Hopefully I'm not rambling too much.
No, no, it's totally fine.
at the same time
it shouldn't be too easy for a player
to get a perfect run
like this shouldn't be something
I think
I think in a game like
Balatro for example
yeah
Balatro you can have a run
where you just
clear every point target
by like 10x
because you just got some crazy
jokers early on
and the early parts of the game
are an absolute joke
yeah
But those runs are not going to be your normal ones.
Most of your runs, you're going to be, you know, early levels, you're going to be doing fine.
And somewhere towards the midpoint, that's when you're going to start really thinking about these point targets.
And I think for a game like that, that really works.
And they've done a, they've done quite a good job at ensuring that the player can get some level of power fantasy.
But it doesn't feel like.
you're just, you know, running through the game without thinking about anything.
That's why we have mobile games, too.
No shade to mobile games.
Idle games are perfectly valid way of playing games.
It's just, there's not a challenge there.
Sure, sure.
Again, I think the audience of Balochow wants to be challenged.
And they want a chance to build up to their combos,
to the favorite thing they want to do in the game,
and then they want to be able to get to that point without dying too much.
So what you usually end up doing in a lot of strategy games or turn-based games
is that the first three levels are free games, more or less.
So you've got the first few fights that are very easy to do.
It helps get you started on a build or a pathway to success.
And then from there on in, it gets a lot harder.
and I think that's how
you end up balancing strategy games
you're balancing action economy
you're balancing what it takes for people
to upgrade their skills
and you're only wrapping up
the difficulty
once players have had a chance to actually
get situated into that run
so
yeah it's hard to codify
this into a specific strategy
on how to balance a game
but you look at all these
little data points and
these are the things you can tweak.
These are the tools of the trade
that you can adjust your game with.
Yeah.
Well, also,
with the,
wanting to add more characters,
more drones,
and obviously without more cards,
then that creates a whole other,
a whole other vector of player power.
Another way that they can approach problems
where you need to,
especially if you have
we hadn't really talked about how these other characters
were supposed to work
so how do they differ from
what exists in the game with the one
character so far
because they're obviously going to have to approach
you're going to approach problems differently
so balance is going to have to be done in a
different way
so I guess
what we end up doing when we do make new characters
is we have as a design pillar
about what the experience is supposed to be.
A lot of the swarm robot is about building up numbers to crush foes.
It's all about applying enough poison or melt to take them down.
It's about building up your swarm to build up your defences
so that you don't have to spend energy doing defences.
And it's a very safe totally built.
The hot shot is all about dealing status effects,
and it's all about playing around with amplifying your own damage
while reducing the enemy's ability to hurt you
and playing around that concept
and they're meant to be a very fast pace,
they're meant to be hitting hard every turn.
They're not, sorry, they're meant to be hitting fast,
but not especially.
Whereas the next human character is called Keeper
and he's very much this plant-loving guy,
a big, gentle giant sort of character.
and the idea behind him is that he's very patient
he has a lot of defensive moves
but a lot of his moves also build up power
so you're both shoring up your defenses
but you're preparing for that one big hit
and his mechanic plays not only over one fight
but cars that build power between fights
and we're giving them like growth mechanics
as part of his base set
aside from that like
his passive ability
is supposed to let you hold cards
so you get to hold on to a card that you've drawn
and so overturns you can sort of
wait to use this move
so you can sort of retain it
and so you can unleash it at the perfect moment
so he's very much about patience and timing
and the final human
that we haven't managed
that all the art for is called fluid
and the idea is
is that they build their cards on the fly
They're all about very quickly changing between me.
So right now in our game, you make your cards outside of battle.
But this character has the ability to make cards in the battle themselves.
So they're very much shifting the deck.
This is also a little longer.
Original one who plays to make all the cards fight.
But that was scrapped because it was too hard to teach.
But by the time you get to this character, you sort of built up the experience to actually play this game.
So this is supposed to be like the more advanced character.
Yeah, exactly.
And essentially, this is how we flavor will just slightly differently.
So one is very much a debuffer and hit fast, but not.
And kind of deal, take, you're willing to take damage to deal damage.
Whereas Hebrew is very much, I'm going to turtle and I'm going to lay everything out perfectly.
But I have to get to that stage where I can hit one, King hit someone.
Because all of his moves are very expensive.
and fluid is very much as I'm going to do what the cards let me do
and I'm going to try and make that fit my situation
it's very much tactile planning and also it gives you a lot more choices
and yeah it means that some of
it is a advanced character because new players might feel
analysis paralysis where they've got too many options
and they can't play any of them because they don't know what to do
um yeah um our robots go in a very different kind of fashion we went we treated our robots as classes
rather than play styles so like the the little swarms the little spider robots they're basically
row classes um hit hit hard um show up defences and then melt people whereas the observer our second
robot is all about repeating the same action so you get to play a card and then you get to
copy of their card to play it again.
It's about hitting and then storing
energy. It's all like planning.
So they very much synergized well
with keeper to be
the perfect turtle.
And you get these kind of
mismash and emmeshing
of different playstales and ideologies
without having the player to be like
oh, I've got
I'm just going to use Slare the Spires as a reference.
I've got one poison card
and one Shiv card
and I don't know how they can interact
whereas the sets
are kind of tailored to guide players
to find sets that do all interact
all the cards are meant to synergize in some fashion
and now I'm just kind of talk talk talking
the last character
the last robot was supposed to be like a summoner class
where you take trophies from your enemies
and you build different tools
or support items out of it
out of your foes
and they're very much
you want to be fighting multiple enemies at once
to make the most of them
but yeah
so I think that's like kind of the overview
of the different archetypes that we're going through
and how we
and mesh them together they generate new identities
and the card sets kind of reflect
those identities and those mindsets
which is why I wanted to have a different artist do
everything just so that we have
ties between
between, oh, this is a very different character because the art's different, because how they play is different.
And it's all tying back to the feel of the game and trying to make sure that people understand what we're doing with the mechanics and visually representing it.
And, yeah.
So each of these play in a very different way.
That's the plan.
Yeah.
Which obviously goes back to what I was talking about before with balance.
know, you know, these are not characters that exist fully fleshed out in the game, but
this is going to create a very, and every, every deck builders has to deal with this problem.
When you have very different playstiles, it creates a very difficult challenge to make each
of them feel viable. You don't want them to feel the same, right? Like that, you're never
going to have a game that is 100% balanced. No game is 100% balance. No game is 100% balance.
but it shouldn't feel like
there is an obvious, correct
choice.
So, when I was talking
about action economy,
now this applies
over to the course of a fight.
So,
Hotshot might be dealing
consistent damage,
but they still might end up taking
the same amount of turns
as Keeper.
But the nature
of the turns
changes the feel of the character.
So Keeper might be playing
a lot of defend cards,
and then doing one hit,
whereas Hotshot wants to be playing
some defense cards,
some attack cards at the same time.
So it means that the nature
of how you play and how you think changes.
So theoretically we should be balancing
action economy over the course of a fight,
over the course of a player's HP,
over the course of enemies' HP.
And that's how we would be balancing it.
Feel is very different.
And this is why,
most deck building and
Rogelight should have months of playtesting
and you should have a large
playtesting pool to actually pull it off
probably because if you
have cards that are super unbalanced
then the games
it feels bad
people will gravitate towards that
one mechanic and then
they'll just keep doing that mechanic
they'll be like oh I don't get this
I don't get this card
the optimizers will go
oh I'm going to reset
until I find that card
players will optimize the fun out of a game
yeah exactly
so by having multiple viable strategies
then it feels
better
you also do want your game to be slightly
unbalanced so that
you do it on a card level
or a move level so when you get that card
you're slightly disappointed
but then it means
inversely you're going to be more excited
when you get the card you really
so you make the lows
you have to make lulls in order to achieve highs
if everything's about contract
if everything's samey
then what's the point of making a choice
right right
yeah you want those
you want those cards that appear where you're like
wow this is exactly what I need right now
this perfectly synergizes with the build I have
this is going to make the entire
this is going to make the entire run just having this card
yeah um and then
the bad cards make you hungry for the good cards
so they taste better so it's like you're starving
you're slightly using hunger as a seasoning
and you're because like if you can imagine
when you're hungry
all food tastes amazing
but if you're full
even the best meal doesn't
appetizing right if I've had
lost to eat. I don't want a steak. I don't want a whole bunch of greasy food. But if I'm
hungry, the grease almost makes it better. So, everything's in context. Everything's in
moderation. Well, even the bad cards aren't entirely useless because you can discard them. You can
sell them. Yeah. And like, they still have a function. It's, so it's not like, you don't want
the lows to be so bad where it's just like, this isn't a complete waste of my time. You want
that is, you want it to be a downer, but there to still be something that can be done with it.
Exactly.
You want it to be a disruption to your plans rather than a roadblock.
Mm-hmm.
Mm-hmm.
Yeah.
Yeah.
Yeah.
Yeah.
That's, everything's in balance and everything's in, like, harmony, yada, yada, yada, yada.
Everything that I'm hopping on about.
But yeah, um, I don't know.
Bad cards are good.
good for different reasons.
I think we talked about this a bit last time,
but I guess it's good to touch on if anything's changed now.
Metaprogression, so progression, like, out of a run.
So primarily meta progression happens through story
and unlocks of different card sets and characters,
as well as mods and upgrades,
but again, they haven't been quite implemented in the game
at this point in time.
what we want to be able to do is have players have a
for trying to get as much money as they can on the run
and we want them to be able to bring their back
so that they can then purchase upgrades
to make their experience better.
So what we're doing is we're creating a positive...
Oh, you've got a high score?
Oh, that means you can now do more things.
But we also want to make sure that the game is possible
on the very base run where you don't have all these things.
because what we want people to do is to start out super exciting
where everything feels new and fouled by all the possibilities
and we want to eke out those points of discovery
without making it feel like I have to optimize my run
because I can't win without these things
they make it easier but we want it possible to do it without
and we also want to make sure that once they've unlocked everything they're already hooked
on the game and the gameplay loops they don't care about unlocking you know i don't know i don't
have any examples of games that i've really enjoyed the process where i've unlocked everything
and then i just stopped playing the game because it means that the gameplay loop wasn't the
draw but the thrill of unlocking was i know it's
It's hard to describe the feeling.
I really enjoyed Ballotrol, but as soon as I managed to unlock all the
Jokers and played a couple of rounds after that, I was hooked because I wanted to make
certain bills run.
I'm an optimise a game player.
Right, right, right.
And that's what kept me going with that game.
And as soon as I stopped having goals or things I could unlock, the game lost a little
bit of its charm from it.
But it was still an enjoyable experience.
Well, it lasted.
I think Hades is another good example.
example of that. What, like, what really
drive me to continue playing
through Hades was story
events?
Mm. And once, like, yes,
there is the heat system and yes, I know
there are people that run just
stupid heat levels where it's like,
you have the time of how long
each zone's allowed to take and
everything's harder, and, for some
people, that's enough to keep them going, but for
me, I want there to feel like,
I want it to feel like things are changing in the world.
I want it to feel like,
I'm actually progressing
towards something happening outside the run
and even though it's like little drips of story here and there
I think Hades did a good job at
encouraging the player to continue going
even after they've completed like
most of the main story elements
I think this comes down to different player
motivations
and I
depending on the system
that you know
there's a couple
different options
but there's like
achievement hunters
the story hunters
there's
thrill seeking
hang on let me pull this up
so this is
Bartle's taxonomy
of player types
and let me pull up
a nice little image
and hopefully this works
Google is
frightful at the best of time
so like there's people that want to kill
there's like people that want to get achievements
people that play to social art
and people that go to equal
so from the sounds of it
you kind of settle more
aspect
you want to discover a new thing
whereas
I'm going closer to the achiever
and essentially
I want to get an experience
every part of the game
And then when I'm done with that, that's when the game ends with me.
I don't often dream about the world too much.
There have been games that have done it from you,
but there's different motivations for playing.
And games like Splatoon or co-op games are all about the social experience.
And you could be discovering new worlds together
or just gunning down the enemy or trying to win objectives.
And that's kind of where social things.
And killers are, it's the Moabah game.
games, it's the ones that have leaderboards, the ones that have you players.
Right, you're playing like a battlefield or something like that.
Yeah, exactly.
So when you design a game, you have to consider what kind of players you want to draw.
And that changes how you design the game.
So Fox and Shadow, we wanted to aim for both exploring and achieving.
We didn't really want it.
The social aspect is nice, but it's not our primary focus.
and neither is killing
though we do have scoreboards
if players do wish to use it
so like we're trying to have a little bit for everything
but we lean heavily
towards the discovery aspect
and that's what we want
so that's why we've got all the combinations
this is why you discover combos
we discover cards and mods and unlock
everything because we want that sense
of achievement and discover
right
well yeah for me
when I'm playing a new game
especially in RPG,
I am the kind of person that if I see a,
if I see a fork in the road,
that's not a fork in the road.
That's just the second place I'm going to go to.
I will,
anytime there's a fork in the road,
I will go down one until I'm like,
does it feel like there's a story element
that's going to happen here?
If yes,
I'll come back and do it later,
and I'm going to do everything over here first.
Yeah, that makes sense.
Like, if a game has like a quest board, for example, I am going to do every single quest that is present there until I continue forward.
Like, I want to make sure I'm not missing any part of the world.
And it's not about achievements, right?
Like, I don't, I don't care.
I'm not the kind of person who's going to sit there and, like, grind out max level or something like that.
But if there's more, if there's more of the world to see, I'm going to do that before I do anything else.
it's like
when the story event
cuts you off from the exploring area
I've reloaded saves before
and like redone like an hour of gameplay
because I missed out and some stuff
I could have done
because of a story element
dude I used to be the same
kind of player
I very much used to be
I used to basically
100% everything
was to see the entire world
enjoy it to its deepest depths
but I don't know
if it's just like I'm getting older
or my response
changed.
But I don't think I can subscribe
to the 100% anymore
that I sort of understand
where people stand with
I'm just going to do
and play through
the story
for my optimal experience.
And it's just
like one of the things
that what kind of player
you are changes.
And also
sometimes make it a very
weird and toxic
loop where
when you try to 100%
things, there's just so many things
that when you get to the end of the game
you're just overpowered and the entire story
feels like a chore
like all the moments in between
so you don't quite get the intended experience
and that just
shouts out to the designers
didn't kind of
gate your experiences
they didn't prevent you from
over level they didn't make sure that you
had the optimal experience
they gave you too many avenues
and the avenue
that ruined your experience
yeah I think
Um, have you played Expedition 33?
No, I have not. I really want to.
Okay. Um, without spoiling anything, when you get to the final act,
you can just, you can either choose to go deal with the final boss, or they made the choice
to have all of the, like, super bosses and all of the, like, they didn't have an end game.
So all of that stuff is available before you beat the final boss.
so I went and did it
and I intentionally had to
slow down how I was damaging the final boss
to make sure I didn't skip any dialogue
because otherwise I could one shot the final boss
that's such an interesting problem to have
yeah it's a lot of games run into this
it was like a perfect example what you were talking about there
where you just let the player get way too empowered
Diablo
is a good example
of this
where you could
technically grind
to level 60
or whatever it is
and you
would just be
one-shotting
the entire story
like
it just means
that in those
kinds of games
the end game
is the game
the story
is the tutorial
yeah
I don't know
it's like
it's an interesting
dichotomy
because it means
that they kind of know
and I think that's the important thing when you do design a game
that you know what kind of experience you're making
because part of the exact same way
where like the story the tutorial is the first 10 acts
then the game starts when you start doing end game content
when you start doing maps and all of this stuff
like anything before that point
people don't even pay attention to it
it's like every time a new season starts
it's always a it's a question of how quickly can I get the story
you out of the way.
Dude, I feel the same way about Diablo.
But it's just like,
it's also why
even though they've got fantastic
cinematics, the story is like threadbare.
Like, I don't give a shit because
there's no investment. There's no
challenges in the main story.
Everything's already being geared towards the endgame,
so I don't care about the
early game. It's
not the point of the game. Yeah, exactly,
yeah.
But I think the games that focus
heavily on endgame, focus also
on addictive loops
of loot and rewards
and seeing numbers go
brr-r-r-er.
And in a sense,
they're easier to make.
They're easier to make that kind of
experience. Whereas a good
story is harder. It's harder
to playtest. It's even
harder to do
revisions to the story once out
because you can't
tell how audience
to a given story
until they've seen the entire thing
but that's also asking
playtesters
10, 20 hours
or like
you can't get them to replay it either
so they can't do
comparison of notes
and then experiences are subjective
based on what people have seen
well even if you do replay a story
like it's never going to be
the same experience again
even if you've made like modifications to it
it, like the core story thread
is still probably going to be there
so they're going to understand
major plot points that happen
so you just, you really can't
go through that, unless it's a game where
you know, it's like Undertale for example,
where there is different branching paths
but if there's not, you really,
it's really hard to get some, like
even if they want to do it again
to really get that feedback in a proper
see I would love to make games with like branching storylines but there's so much cost
involved with that because you're spending on a lot of time and content that plays may not
even ever experience yeah yeah yeah because some players go through undertow and say oh yeah
yeah I've done pacifist I can't bear to hurt anyone else and they turn the game off
and that's it a great story but when you have branchy story lines and then you deal with
or the costs of localization,
every word that a player doesn't look at
is money that you've spent for no reason.
Well, I think a great example of a game
that has branching a story that people are never going to see
is the Stanley Parable,
because some of the triggers for some of the branches
are really stupid,
and you're not going to find it if you look at a wiki.
And it's also why you don't need Stanley Parable too.
Yeah, no, it's just like,
Like, you have to know your audience when you do branching storylines, when you do this sort of gameplay.
When you make your game and design it, you have to know who the player your place is going to be and why you're making it.
Because there's no point in putting branchy star lines in the game like Path of the Exile or Diablo.
No one's going to ever, ever touch it. No one cares.
The only thing they're going to click it for is what reward do I get from the branch?
that is all they care about.
Exactly.
And that's also like...
Like, here we,
like, there's technically a branch in the story early on
where there's like three bandits
and you can choose either to save each of the bandits
or kill them all.
And there's...
No one cares what the bandits' names are
or anything about them.
All they care is one of them gives you an HP boost,
one gives a movement boost,
one gives something else.
If you kill all of them,
you get an extra ability point.
That's all the matters.
Pretty much.
That's MMM.
in a nutshell. And again, you have to condition players at the start to say this story game
for care. People don't care for big chunks of text. They watch short interactions that give
them a lot of context about the characters and you're meant to make up. What theoretically you should
be doing is with your mechanics, you should be filling in the character's personality by how
they act, how they play, what they do and see when your players not directly interacting. It's
all the
that you need to
lend to your game mechanics
for people
to actually like characters
like Transistor
you don't ever have to stop
to hear the story
but the story is told
Transistor and Bastion
the story is told
while you're playing the game
so it never feels like
you're stuck in a cutscene
and unable to react
unable to the game
you're constantly
interacting with the game
that's what makes
them such beautiful experiences
but yeah
I don't know
I could go on
and I was like I could go on
and hours and
yeah
talking about
this one facet
of game design
no I do
I do like having dialogue
that happens
when you're doing stuff
the Tales games
do this for example
where you'll go
like you're just walking
around the world
and then people just start
like they just start
yapping there
and like it's not
taking you out of the game
you can just keep going
and engage in other things
you're not
like it has its
cuts
But it doesn't try to tell everything through, like, if you have two characters standing there just talking to each other, does that need to be a cutscene or is there a better way to handle that?
Like, a cutscene should be reserved for something that needs to take the player out of gameplay.
We're trying to do something that wouldn't really fit in the world.
Have you ever played Oxen Free?
How do you spell that?
No.
O-X-Y-E-N
O-X-E-R-E-O-S-N-F-R-E-E
Oxen-Free, I think
Oxen-Free
So it's like a visual novel game
But the beautiful thing about it
Is that a lot of the character-building dialogue
happens while you come from location 80
You don't have to interact with it
But the options do pop up
And it just means that it feels organic
And I think
If I ever wanted to make a visual novel
I'd be using Oxen 3 as a template
because it's just such a good experience
that feels grounded.
It's not just two heads talking at each other
for God knows how long.
Okay.
If you need a story game,
that's probably one I would recommend
because there's branching storylines
and it gets really timely
to actually try to figure out
all the triggers.
It's like another Stanley.
Ah, okay, okay.
Well, we could probably
just keep talking for,
hours, but we probably should end this off at some point.
Oh, dude. I feel, I feel the same. I've just kind of run out of water and I've been staring
at my empty jug for like the last half an hour. If you wanted to get some water, we could
have paused for a moment. Are you rude? But yeah, no, we should eventually figure out
when to stop or where to stop. And you should figure out where to stop with the game as well.
That's also an important thing to work out somewhere down the line, somewhere through early
access. Yeah, pretty much. I think what we'll probably end up doing is we'll get into early
access with our two pilots, two drugs, and then hopefully get enough funds or time for us to do
the fluids. So we have three pilots and two drones, and then I'd be happy. Okay. The third robot
is like the cherry on top, and if we get enough funds to do a fourth or a fourth robot and fourth human,
that'd be even more better, but like that's also crazy complexity. And, um,
I would die in design.
Which one is the game?
Yeah.
Yeah.
All of the traits and all of the drone cards.
Yeah.
Yeah.
Complexity explodes in our game.
If you were to have four and four, how many cards would you have roughly?
Give me a second.
I've actually done the calculations for this.
Okay.
And this includes, like, the combination cards as well, yes?
Yeah.
Okay.
Um, well, okay, let's actually find which document would be best to look at that.
Uh, bu, bu, bup, bup, bup, b b b b b b b b b so we'd be looking at probably about 690 cards.
Ah. Uh, something like that. Right.
Give me a second. I might have done the number wrong.
Uh, will this change numbers for me?
yeah 540
540 cards
not much better but okay
yep and then if you add on mods
and viruses into those combinations
with the ones that we intend to do
at maybe
5,900 15 different combinations
uh-huh right
and then the complete
the estimated and there's obviously
going to be much less than it's like
a big number
I can show you
the
give you
one second
just because it's like
I don't even
know how to read that
quickly
this would be like
all the combinations
different
drones
mods and viruses
Oh so that's
11 billion
20 million
975,875
yeah
like we'll probably end up
cutting a huge chunk of that
just by limitations
on mods and virus
basically you get with what we intend to do
variation in how any given card can be
and then you've got how many cards in the deck
yeah so we
the game explodes with complexity
right so just for anyone who's listening
that's 590 actual cards
and then the modifiers and the viruses
those are random things that are added onto the card
yeah and you can have up to four mods or virus
on each card.
So it's not,
they're not making
11 billion cards.
No, no, no.
No, no.
How many, like, modifiers
and viruses
does that work out to be?
I think we're looking at
26 viruses
and 64 mods
would get us to that number.
Right, okay.
Yeah, it's a dumb thing,
and this is just me
being centered in English
is that we've got a virus
for each letter of the alphabet.
for reasons
I'm not going to go into that
that's just a design perk that we've had done
and I've committed to
so when it comes to translating
sitting here because not everyone
English alphabet
I'm sitting a heap there
I'm sitting a heap there
okay
so I guess
if people want to keep an eye on the game
and check it out,
where can they head to?
You can either head to our Steam page
and look up for Shadow.
We've got a demo out now,
gain an update in the next week or so
to actually reflect our game better.
You can join our Discord.
I'll link to you later.
You can join our mailing list,
which will get you updates
when big things.
I try not to spam the mailing link.
I don't like any spam.
That's fair. That's fair.
But yeah, so those are the easiest places to follow our progress and get in touch with them.
Awesome.
Yeah.
Nothing else you want to mention?
I'm good for now because if I start mentioning something else, we'll be here.
Oh, is the game going to be at any cons coming up?
Right, right, right, right.
We're going to be at Pax.
AUS
and we're going to be at
IndyPod 63
we're also
demoing
our
parsing
the tabletop
RPG
in the
tabletop section
as part of
arc at the table
and there's got
15 sessions
weekend
and I may be
trying to test
out a new
phototyped
and sent you
a small
photo of that
but yeah
that's we're at packs next month and i think it's like october 10 to 13th i might be wrong um we're also making
appearance at i need to get the name correct um um got to find the emails
apologies about the right no it's so good
West Horan's Comic Expo
at the West Horan's Library
on October 18th.
Awesome.
Cool, cool, cool.
That all, nothing else that's worth mention?
We intend to be in early access by the end of the year.
We'll see how the development plays out.
Okay, okay.
That's always a hard one.
But yeah, thank you.
Good luck with that.
Yeah, we'll see how we go.
Thank you for having us.
Yeah, that's a pleasure.
Sad that Jackson would be here the entire time, but I still think it worked out pretty well.
I think timing-wise, we all kind of worked out.
Well, yeah.
All right, I'm going to grab some water.
Okay, I'm going to do my outro, and then we'll sign off.
All right, thank you very much.
Okay, so my main channel is Brodie Rupperson.
I do Linux videos there six-ish days a week.
I sometimes stream there as well.
If you've not seen it yet, I did a cosmic stream the other week.
I've got the gaming streams, Brodion Games.
Right now I'm playing through Yakuza 6 and also Silk Song.
And if you want to see the video version of this, you can find the audio...
If you want to see the video version of this, it's on YouTube at Tech of a T.
If you want to find the audio version, it's on basically every audio podcast platform.
Are you grabbing that order already, or...
I guess that's a yes.
Okay, I guess I'll just sign out then.
See you guys later.
Hi.
Oh, you're back?
Hi.
Yeah, I'm back.
Sorry, I'm muted because I was like...
Oh, I thought you'd already go on to grab the water.
Do you want to sign us off?
I'm still not...
I haven't pressed the stop recording button yet.
Yeah, thank you for joining us.
It was great to be on Tech Over T.
I noticed in the chat you wrote Tech 4T, which is not my show, but it is what it is.
No, it's not.
Anyway.
I'm so sorry.
No, no, it's all good.
