There are two mechanics in the Unheist that we think make the game stand out from other games, the "sorta" cooperative aspect and the spinning board. Today, we are going to jump into each in depth and explain where the ideas came from!
"Sorta" Cooperative Gameplay
This mechanic was actually one of the later additions to the game. We originally had each player controlling their own two kobolds from their team. However, this led to a number of issues in gameplay:
There was a long lag between player's turns, so they would tend to tune out until it was their turn again.
There was almost always a "right" option when taking your turn.
So we pitched the idea of passing one your kobolds to another player so you were forced to collaborate on teams. This fixed the issue of checking out because you are now taking twice as many turns each round. It also fixed the "right" option dilemma because what is best might be different for each player.
This mechanical change spiced up the gameplay in a unique way without needing to add many rules or complications to the game. We want our games to stand out from other games, and we think this dynamic makes for a unique gaming experience.
Rotating Mansion
Ironically enough, the rotating mansion was a later addition to the game as well. It actually came as a necessity of removing the rondel we highlighted in the previous update. Without the rondel, the dragon was too predictable and easy to maneuver around.
Not only did adding the spinning mansion make the dragon harder to 100% predict, it opened up new gameplay strategies! You could push other players into the dragon, or spin yourself away from it's fire. It is honestly one of our favorite parts to showcase when presenting the game in person.
And these mechanics are the reason we never want to be too rigid in our game design process. Sometimes, the best ideas come along last minute.
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