u/wondervault-games

Oneiron Expanse: Sharing our Steal mechanic, what do you think?

I bring some honest gameplay video from our pre-alpha development. And some thoughts:

Most rogue like deckbuilders have a static "flow" encoded:
Fight -> Choose a reward between 3 cards -> Repeat

In our game Oneiron Expanse, we’re adding up to that loop as we moved the deckbuilding directly into the combat.
One of the mechanics we introduced for that matter is a "Steal" mechanic: if you last-hit an enemy with a unique Dagger card (there's 1-per-deck), you permanently select and take a card from their deck.

We found that It forces players to think three steps ahead: You aren’t just trying to "overcome the opponent" anymore but hunting for specific resources while trying to stay alive. It’s hard, it’s high-stakes, it's rewarding, it gives you a secondary goal (and we at the studio love it)

It has cascading consequences too, as you might be stealing a card of another archetype (of the 4 available) that your deck might not have. It is difficult to balance but we liked the fact that it opens your deck at any time to add new archetypes and explore combos and synergies beyond the classic predesigned ones.

Now we would love to hear about your opinion. Do you like this approach better than the typical 3 card choice reward, or something to complement it?
Feedback please!

u/wondervault-games — 4 hours ago

For all those starting: Get it in front of players FAST

I made a quick video so that y'all feel the brutal change from start to 1 month later of player feedback. Now we are rather confident we can commit efforts to its development (hurray!)

One thing we do pretty intentionally at our studio is to put stuff in front of players way earlier than feels comfortable. I can't see any better way to design and produce an indie game than embracing Lean development.

We’re about 3 months into the project, and if I compare what we have now to the first version, it’s basically a totally different game. That’s not accidental, of course we expected that to happen. In fact I've been myself a strong advocate of this way of working in all my career (most of the times silently ignored :_)
But seeing it now side-to-side, it was so obvious that I just felt like sharing it

The goal from the start was to test the core idea out there as soon as possible, not to "get it right" but the opposite "to destroy it quick". So we showed a rough mockup and paper prototype made in just a few days, just to see if we were even solving the right problem.

Within a week it was clear we were slightly off. Not in a catastrophic way, but enough that continuing would’ve been a slow waste of time. So we pivoted pretty hard for about a month. Same goal, different approach. Each hypothesis disproven would not yield a slight change of visuals or UI or mechanic --> We would completely rethink the system to adapt to the new learnings. And I would say that's the key.

Anyway, sharing here for a healthy discussion :)
If you are curious about the game BTW: It is called Oneiron Expanse

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u/wondervault-games — 1 day ago