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Tajemnicze Domostwo» Forums » General

Subject: Just curious: how do you prototype such a game? rss

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Marcin Mościcki
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Where is Ishtar's nipple??!
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The eerie cards rich in details are so crucial to the game, I can't imagine what would one substitute them with. Also, I guess that final balancing of the game without final graphics would be impossible.
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Oleksandr Nevskiy
Ukraine
Khmelnitsky
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Yes, it wasn't easy. For example, item, location and character cards includes different details, symbols and archetypes, which were encoded in a special way, and linked in a certain manner. But we really had some difficulties, and you've correctly pointed out to them. It is impossible to test the game until the card won't be ready, even if you have the description of each card. For example, we had to redo half of the location cards completely. Though they were perfect in respect to the artistic value. After testing we came to sad conclusion, that if there are too many small details, lots of people don't look for them and don't associate with them. They just give the association to the function of the location. So, in such an empirical way we've found the maximum quantity of details that the average player needs to make those details work for them.

By the way, we recommend you to try our version of the rules. It will appear in the files section soon. It differs slightly from the Polish version, particularly the final phase of the game.
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Jānis Rudzītis
Latvia
Jūrmala
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Oleksandr! Can you tell us about the main difference between Polish and Russian/ Ukrainian versions (unfortunately I don't speak Polish)?

spasibo!
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