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But we do appreciate your ideas, and I recommend you jump in during the early access phase and pitch your ideas to the community in the Discord channel. Anything that gains strong support from the community has a good chance of getting implemented.
Thank you for undertaking this project. Issac made a computer game on the table, too many procedures and small rules... although the core idea, especially the mechanic used for the cards in hand, is excellent. It needed another year of serious playtesting before its first release.
We will be able to make a game within 20 min instead of 200! :D
Maybe try to do like Bloodbowl guys did with their video game, make an modified more streamlined version of the game once the base game is done. :)
We enhanced plenty of cards, especially after selling equipment upon retirement. Never saw an issue with this.
Just because you kept forgetting battle goals, doesn't make them flawed. We never forgot them and had tons of perks by the end of a character's run.
It sounds to me that you just didn't really know how to play that well and instead of learning to adapt, you changed the game to suit your needs. I doubt there are many people that would agree with this line of thinking.
As for the AI, maybe there is room for improvement? But not really. Obviously you thought the game was hard enough to change a whole bunch of rules to make it easier, so I don't think adjusting the AI is necessary.
The game is not perfect, but most of these suggestions are just... unfounded.
Also, you seem to be subjective. I am objective here. The game is flawed on many degree and requires extensive playtesting to remove its major flaws. The main one being the ridiculous amount of procedures that bogs down gameflow. I truly enjoy the hero card system, it is really nice, but totally unbalanced and amateurish in design (but that is alright, Isaac is only one man, he cannot think and do everything, especially when doing a KS when his game was not finished, he had to rush to finish it to deliver).
But luckily, we have guys here who are making a video game of it so that all those lengthy and heavy procedures and all those small rules, plus the ambiguous AI will be taken cared of by our computers and consoles if they bring it there. Most of all, we will be able to play a full scenario within 20-30 min (or less) hopefully instead of 120-180 min. Can't wait to try the game here.
I am a game designer and a director too. I know when I see flaws in a game design. I did not make the game easier, in fact, with a proper AI and not some random crap, the game was much harder and every move was important. Not to mention it shortened each scenario's length by a good 30 min. So instead of taking 2-3 hours of time to finish a scenario, it took 90 min at most except for the longest scenarios in the book.
I have played several thousands of games in my life, some only once, a couple a dozens of times, a few hundreds of hours. I also see game prototypes every month if not every week and work on them with the designer so that it improves to the next level so that it has a chance to interest a publisher (or more clients on KS). I have been a game director for a good seven years now and a hardcore player since the 1980s. So please, do not insult me when you say my suggestions are unfounded. Play more games, especially modern ones first (avoid ameritrash), when you have learned how to play over 500 games, then see for yourself if Gloomhaven is such a great game.
No, we don't control the summons. That's not the rule. (Also, assuming things without evidence weakens your credibility. Please don't do that.) The summoner class (and use of all summons) requires very careful play. Difficult to master, but certainly possible to someone that can think ahead.
The game was extensively play tested and refined for the second printing, which was not rushed (and was the version I played for a year and a half).
I will admit that some aspects were a bit clunky, and some of those were addressed in your initial post. My group used an app to handle the monsters (abilities, HP, conditions) and once that was done, we could easily play 3-4 encounters in an evening.
However, I still stand by my statements above. All of your suggestions were due to your own subjective feelings (that this SHOULD be one way, when it's not) or because you failed to follow instructions (forgetting to use battle goals). And saying 80% of one shot cards were useless is grossly overestimated. Yes, there were some, but we played every single class with our time on the game, and there were only a handful of cards we thought we no good (and tried anyway to make sure).
I am almost 40 and have played WELL over 500 games. GH is a fantastic game and it's outstanding sales and awards should be evidence enough to this fact.
Happy to know you have played many games and are a designer. :)
I do not really care about right or wrong, my goal here is not to get approval and attention, but to give feedback to the designers.
1) Flat out USE the common House Rule for Rolling Modifiers during Advantage and Disadvantage.
Which is that if you get a rolling modifier you keep drawing until you reach an end... and that is ONE draw. Then you do it a second time and compare (if you get ANOTHER rolling modifier then you start this process again).
The Rules as written have created an odd situation where most people avoid rolling modifiers.
In fact I have no idea why you do it the way that you do.
2) Do something about impossible Personal Quests
-It is extremely easy to render some personal quests impossible. While you COULD remove the cards from circulation... It would be preferable if there were alternate ways to complete them.
For example if a mission requires three "Swamp" missions and there are no Swamps missions left. Just unlock a special mission for that quest.
Or if it requires a specific item, just give a special "Ruined" version of that stage that only appears if you have that Personal Quest and the item.
At MINIMUM at least put those Personal Quests out of circulation... even if that means you have to chose another quest.
I am astonished after playing the game enough that you can get so many personal quests voided less than a fourth into the game... and make others a nearly herculean task.
3) Allow players to scrub Enchanted cards
-I know enchantments are so expensive that this will likely never show up. Yet allow players to remove enchantments from cards. I know in REAL life this is a limitation due to the stickers. Yet this is a game. (Heck in real life we have considered using sleeves so as to make the cards reusable.
4) Allow players to remake their characters without losing their retirement bonus
-Not every character is for every player, I in particular don't really like the Tinkerer. Yet the fact that you can get stuck as someone can sting. It is already a penalty to start a new character, don't make it more of one.
5) Impossible - Difficult Battlegoals
-Battlegoals are all over the place in terms of how possible they are. Some seem built for the first level (Kill an undamaged enemy in one strike, very few classes can achieve that at level 3-8). Yet sometimes certain battlegoals are outright unbeatable with some classes. Since this is a videogame you have a LOT more leeway.
6) New Game+?
-The ability to keep your prosperity, Your unlocked classes, items, and retirements?