It is tempting to see progression in games as a process of gaining more and more resources and options. But options create noise. When players have many options, it takes more effort to
Feedback is essential when learning games. But choices made in autobattler games occur outside the battle itself, delaying feedback and hiding which choices led to success or failure. Autobattler feedback becomes comprehensible only
We want players to feel like they are getting stronger over the course of the game, but increasing their power level as a function of time alone feels unearned. Players want progression to
One game I am working on right now is a social deduction game with a drawing element. Players conceal subtle details in their drawings in case they are randomly selected for a secret