Killing your babies
After a few rounds of successful prototyping I started to think about other things I might be able to incorporate into the game. One such idea was the ability to execute special moves. In order to enhance the strategy component of the game I had always pictured being able to string a list of commands in order to execute something much more powerful.
I decided to see if I could add special moves, Given only 4 actions. I came up with double attacks, speed boosts, scramblers but I couldn’t really justify the addition. The game also changed drastically as a result of adding special moves, which in this case didn’t really help the game out. With this is mind, I removed special abilities.
Recently, a change to the way attacks work has made me reconsider the decision to remove special attacks. Instead of hitting everything in a one block radius, which lead to stalemates, players now have to choose between diagonal and horizontal/vertical attacks. With this change the turtling problem that I described earlier disappeared. This also gave rise to a game type where players can attack each other without going after coins. Finally, this change meant that the critical path is no longer 4, players could now use special moves that were more than 4 actions long without forfeiting a point. However, I know the allure of feature creep so, for now, I will stick to my initial decision… at least until the core game is completed.