Designer Diary: Corrupted by Ruin #1

I’ve started working on a new computer game. I initially envisioned it as a cross between Dungeon Keeper 2 and FTL; you build a dungeon, gain monsters, and move them around your dungeon to respond to adventurers that try to invade. By surviving over several rounds, you gradually corrupt and take control of the land you are in, and a run involves corrupting several such lands.

In contrast to Icewords, for which development was very ad-hoc, I’ve decided to plan this game out in advance. I am making a game design document in as much detail as possible to have a clear picture of where I am going. I am also experimenting with test-driven development, using the Godot unit testing framework WAT.

Understanding the genre expectations of players is crucial when making a game. You don’t have to adhere to all of them, but it is easier for players to understand a game when they are already familiar with aspects of it. Dungeon Keeper 2 is the best example of the genre I am targeting. Some of its features that I see as essential are building a dungeon out of different types of rooms, attracting a variety of monsters to your dungeon, and using those monsters to fight off heroes that try to invade. Mining for gold while building tunnels is another iconic mechanic that would be good to replicate.

I decided to start my brainstorming with the concept of rooms. A large part of the progression that I envision in my game comes from unlocking, building, and upgrading many different types of rooms. Each room has a different effect and spawns a unique minion type. Some rooms can also transform when connected to others, an idea I got from Loop Hero. For example, placing a Library next to a Graveyard transforms it into a Haunted Library. Players like having little secrets to discover.

My initial vision for the rooms was as square tiles placed in a grid, like in Galaxy Trucker. When designing any spatial game about building something, I always ask: “Why does it matter where I place things?” In Galaxy Trucker, many threats come from a predictable direction and are more likely to occur in some rows or columns than others. While this makes sense in space, I didn’t see an obvious way to do something similar underground.

There are all sorts of ways you can make positioning matter based on the abilities of certain rooms. I object to relying exclusively on room abilities, however. It places a burden on new players; to make intelligent decisions about placement, they need to learn the nuances of each room. Therefore their heuristics are not transferable when exposed to new room types. I wanted to provide a reason to put a room in a particular location independent of what the room did.

I decided to try using tetrominoes instead of uniform square tiles. Most games that deal with tetrominoes ask questions about how efficiently they tile the board and what is on the spaces they cover-up. The latter focus is perfect for a game about building a dungeon because it is naturally suited to mining mechanics: you can print resources on the board for the player to harvest by covering them up.

Cover-up mining is probably enough to justify tetromino placement, but I wanted to make efficient tiling a focus too. In Dungeon Keeper 2, you gain a mana resource based on the area of your dungeon. In thinking about implementing a similar system, it occurred to me that rewarding the playing for dungeon area and penalizing them for dungeon perimeter naturally incentivizes efficient tiling. Mechanically, the player gains energy for each tile in their dungeon and loses it for each adjacent empty tile. Thematically, rooms generate mana and radiate it off into the environment. Mana thus obeys similar rules to real-world heat, which I like.

Such a system gives players two contradictory guiding reasons for tile placement. They want to spread out to harvest resources on the map, but they want to stay compact to minimize mana radiation loss. On top of this, they need to consider room evolution and any room abilities that care about proximity or adjacency. Overall, I think this gives enough reasons to care about where they place their rooms to make tile positioning meaningful.

At this point, I decided to try out unit testing in Godot while implementing classes to handle tetromino rooms and maps. I tried using GUT first but didn’t like that I couldn’t use arguments in my constructors with it, so I switched to WAT. I also prefer WAT’s integration with the editor over GUT’s requirement that you launch a scene to run your tests.

The biggest unexpected thing I learned is that unit testing is great for giving you feedback without having to implement example scenes. Previously, when making games in Godot, I would rush through a slapdash setup to get something I could play, leading to messy code that I would have to refactor. Psychologically, we want to see results for our work, and it is hard waiting for thousands of lines of code before you see anything happen – plus, you are almost sure to have an error somewhere. But being able to write a unit test and then immediately see results reduced this need a lot. Unit testing doesn’t just help you catch errors; it also helps you stay motivated.

Combat is the next consideration, which I am still debating. The planned structure of the game is that you cycle through the phases of building rooms, preparing for the heroes, and fighting the heroes. At first, I imagined this working like FTL boarding mechanics where monsters and heroes in the same room will automatically fight each other, and the challenge is allocating your monsters. Heroes would enter the dungeon from doors that lead out, so the layout would influence where threats appear. Battles would happen in real-time, perhaps pausing to cast spells or issue orders.

However, I’m not sure how interesting I can make that without becoming inaccessible. Crew combat is simple in FTL because you have to manage other things simultaneously, like weapons and power allocation. But if the focus is on fighting alone, I’m not sure it would be interesting enough to justify the phase. The issue with idle combat is that aside from the choice of where to allocate forces, the player has very little to do. Also, the idea of independent heroes invading from many different points feels off; capturing the traditional feel of a party venturing through a sequence of encounters would be better.

Another problem with real-time combat, in general, is that it severely limits the feedback you can give the player about differences between units. For instance, I recently played a newly released game called Hero’s Hour, where you recruit armies comprising many different types of units. However, combat involves a real-time battle where your entire army fights the enemy army, and it is difficult in the chaos to tell how each type of unit differs from the rest. I have observed this with RTS games as well; real-time combat smooths over the unique properties of each unit. I want the different monster types to have personalities, not blur together into generic minions. Therefore, I realized that I needed to have turn-based combat.

Currently, I am considering a system where a single party of adventurers encounters one room of your dungeon at a time, and you deploy monsters (and traps and spells) to that room as though you are playing cards. I was thinking about a turn-based idle system where heroes and monsters alternate dealing their damage, but that adds a lot of time to the game, and I’m not sure how your choices would change between combat rounds. If a spell is good to play, wouldn’t you spam it? And if you can’t, then why have multiple turns? Instead, my current vision is that there is one round of combat in which you play your cards and hit resolve, and then the heroes progress to the next room.

I’ve been playing a lot of Spirit Island lately, so it occurred to me that the power thresholds mechanic would work well with such a combat system. Each room and monster in the room provides elements, and each room, monster, trap, and spell has two effects – a weaker default effect and a better effect that applies when used in a room with the matching elements. I still need to figure out what makes the most sense thematically for how traps work.

I love reading or listening to post-mortems and designer diaries, but my games often have few records about why I made the choices I did or what issues I encountered. I think recording my reasoning as I go is valuable not just for looking back but also to help understand my design choices as I make them, so I will make more of an effort to post about it here.

Icewords: a Post-Mortem

In January, I published Icewords on Steam. Icewords is an adaptation of Spelling Brawl in which the player moves around on a hexagonal grid, spelling words and pushing winter-themed enemies into the water. Commercially, the game wasn’t much of a success, but I learned a lot from putting it up for sale.

Content is King

Icewords relies on randomly generated word-search puzzles to be engaging. There are only five enemy types, so replayability is limited. Score attack is not enough to guarantee replayability by itself and cannot be the main feature of the game; you need to provide content for players.

“Content” doesn’t necessarily mean handcrafted levels, though those would probably help. It just means you need to give players things to discover. The most common method uses unlockable game features, like new enemies, abilities, or characters. However, these require more art and music, so a campaign with non-randomized maps might be a more economical solution.

You don’t necessarily need to gate content off from players at the start of the game. I’ve been playing a lot of Rift Wizard lately, and it has no unlocks. However, the game has so many spells and skills and ways to combine them that it is endlessly replayable. If you are confident in your replayability, you don’t need content. Giving the player everything at the start also leaves no indication of when they have seen everything there is to see, which may enhance replayability. Rift Wizard demonstrates well how to leverage your content to keep players coming back for more.

Don’t Rely on “Influencers”

When I published Icewords, I was unaware of the Steam “Influencer” subculture. People cold-email you to ask for keys, with the promise that they can promote you on their twitch channels. After reading up on the subject, I learned that most of these are actually “collectors” wanting to get Steam games for free, not scammers reselling keys.

The astounding thing to me was how much effort some of them will put in. The retail price of Icewords is $2.99. Some of the “influencers” exchanged multiple emails with me begging for a key; do they not value their time? Or maybe there are bragging rights associated with hoodwinking a game dev?

Ultimately, to the extent that Influencers can help you, you might as well wait for them to find your game organically. Anybody begging for a key is either not successful enough to be worth your time or has no intention of actually streaming your game; the real influencers will buy your game themselves. Of course, collectors would probably not buy your game anyway, so giving them a copy doesn’t cost you sales, but it does cost valuable time. My new policy is to ignore all requests for a free game.

Build for Multiplayer from the Start

After publishing Icewords, I decided to implement a multiplayer feature to enhance the game’s limited replayability. I did not make Icewords with multiplayer in mind, and the changes I had to make felt very kludgy. I would have set up the game very differently from the start if I had to make it again.

It is much harder to add features you never planned for, which isn’t news to any programmer. I don’t feel too bad about it because I would change much of what I did if I were to do it again.

Recruit your playtesters

Steam has a “Playtest” feature that lets you release an early version of the game to random playtesters that sign up. I tried this and got zero feedback. In retrospect, it isn’t surprising. Self-selected playtesters have no obligation to give you advice and probably won’t. After trying the early version, they might even form a negative opinion, losing you potential customers.

Cut your losses

I spent a lot more time than I should have working on multiplayer for a game with so few users. I think it makes sense to spend time post-release on very successful games. If nobody is buying, it is better to focus on the next project. I don’t regret adding the multiplayer feature because it taught me how to use Steam’s multiplayer API. If it weren’t for that, I would have been better off just leaving the game as it was.

While Icewords hasn’t been a success so far, I feel more confident about my next computer game and can hopefully avoid making the same mistakes.

Icewords is available for purchase here:

https://store.steampowered.com/app/1661760/Icewords/