| Welcome to Pokemon Z. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Game Design Theory: Automated battles is not necessarily bad | |
|---|---|
| Tweet Topic Started: Feb 28 2018, 01:26 AM (8 Views) | |
| BrianPugh | Feb 28 2018, 01:26 AM Post #1 |
|
Hello, I had a discussion on other forum about spreadsheet like games and the need to have tactical battles. Are there necessary to make the experience joyful? After some quick discussion, it's not really necessary to have tactical battles or even have any decision at all in battle resolution. What is important is the feedback of the battle resolution, so that when you return to the main spreadsheet game, you know what are the necessary adjustments you need to make. For More Details: Internet Marketing Video Thanks |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Game Design · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
9:01 PM Jul 10
|






9:01 PM Jul 10