HeroQuest game balancing notes
Most of my HeroQuest Unreal Engine posts focus on code (and UE4), but this one focuses on game design.
I had a great holiday break and I was able to playtest HeroQuest (physical version) and review some of the game balancing. I still plan to make the video game version focus on the authenticity of nostalgia. However, there are some balance issues, design exploits, and other design improvements I plan to use for the video game version. The tweaks (and interpretations) do not stray far from the original – even the original is open to interpretation because some of the rules are ambiguous and there
mepem37 :: Jan.10.2017 :: HeroQuest, Unreal Engine :: No Comments »