Skip to Content
 

Sector 4 Novel Gameplay and mechanics

6 replies [Last post]
lockey25
lockey25's picture
Offline
Joined: 06/04/2016

Hey guys checkout our upcoming strategy boardgame

Let us know what you think about it. If you like what you see please subscribe on our website so we can keep you updated on the details we will be releasing over the coming weeks.

http://bnmgenesis.com/sector4/gameplay

Looking forward to your comments

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
1) The board is very busy. It

1) The board is very busy. It looks like a pinball table.
2) I imagine research progress markers being constantly tossed around in the process of the game.
3) Is it strictly 4 players? If so, you are limiting your target audience with this decision.
4) You give very little information about how the game as a whole is played. After watching the video, i have no clue how the average turn would look like and how long the game will take.
5) Why would one want to buy this game over, let's say, Cry Havoc?
6) I don't feel like this game needed miniatures. They appear a bit out of place on a highly abstracted game board.

Hope this helps.

lockey25
lockey25's picture
Offline
Joined: 06/04/2016
THANKS

Thanks for the reply. It does help. I understand you would be interested in more in-game turn base details? right?

The board looks busy perhaps because we tried to incorporate everything in the board, like the player and the health trackers, the research tracker.

Do you think it would help if we disintegrate the player tracker bit (the outer periphery of the board where we place all the cards) from the main board? We have actually thought of giving both options;

1. Integrate to the main board
2. As separate entities

Up to the players choices.

It is a 4 player game. With options of playing it as 1v1v1v1 or 2v2

I would say that our game is different from any other game in the market because of the rotating platforms that produce unlimited strategy options and the added bit of competitiveness plus the replay-ability. The players are not only competing in unit placements but also in strategizing the path formations. With-in one turn players will be taking care of moving their units, making pathways, and disrupting pathways for the opponents plus also strategizing which units to buy and what strategies to play with.

Our unit types are also unique and the mix of unit's passive firepower and the collaborative special abilities bring a whole lot of strategy into play.

From our gameplay sessions we have deduced that the game allows a loosing player to come back into the game and even snatch it.

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
lockey25 wrote: The board

lockey25 wrote:

The board looks busy perhaps because we tried to incorporate everything in the board, like the player and the health trackers, the research tracker.

Yes, but was it a good decision? Board should convey the game state in a clear way. I have the feel that what you have there is overloaded with information.

lockey25 wrote:

Do you think it would help if we disintegrate the player tracker bit (the outer periphery of the board where we place all the cards) from the main board? We have actually thought of giving both options;

The periphery of the board is not the biggest issue. What I would do though, is I would separate the science tracks. Or moved them to the periphery as well.

lockey25 wrote:

Up to the players choices.
It is a 4 player game. With options of playing it as 1v1v1v1 or 2v2

If it can't be played by 2 and by 3 it might limit your target audience.
Have you considered a second board? Though I imagine it may be problematic with all the moving parts and all.

lockey25 wrote:

I would say that our game is different from any other game in the market because of the rotating platforms

Gimmicks are tricky.
The abstracted board you have there makes it harder to get into the theme.

Btw, what's your planned price tag?

lockey25
lockey25's picture
Offline
Joined: 06/04/2016
Ill be honest, we actually

Ill be honest, we actually notched down the overload :) . But you are right if we take the tech levels out of the center we will create a lot of clear space and more evident pathways.

The game can be played 1v1 but 1v1v1 would not be possible because of the base positioning as the one in the middle will get spanked.

The rotating platforms arent gimmicky, they were actually the foundation of the idea behind the game. Everything else was designed around them.

They really add that real time strategy aspect to the game and keep the game fluid and there is always another effective move you can make in the direst of situations.

lockey25
lockey25's picture
Offline
Joined: 06/04/2016
Ill share an updated board as

Ill share an updated board as per your recommendations cause they make sense.

As for detailed gameplay we are scheduling to record one soon. Hopefully really soon.

ElKobold
ElKobold's picture
Offline
Joined: 04/10/2015
You might want to use the

You might want to use the freed-up space to add some art on the board, depicting the terrain, rocks and craters and whatnot.

Syndicate content


forum | by Dr. Radut