Tag Archives: playtesting

A call for playtesting and design feedback on Fragment Forge

With the milestone of 100 fully-scripted cards in Fragment Forge, I believe it’s time to switch the focus from prototyping, to playtesting. To this end, I’ve released v0.15 which contains all the latest cards, + 6 personas, over 3 different affiliations.

If you want to help, please download a client, or try it direct from the browser (executable application is way faster though). The application will also open a debug window when it runs. This is normal and you will be useful for any bug-reports.

You can use the single (for now) starting deck, or make your own.

At this point I’m particularly interested in the following:

  • Design Feedback: is the game fun? Is the deck-building interesting? What could be improved?
  • Balance: overpowered cards, broken combos etc
  • Fluff suggestions: Think a card’s name doesn’t fit? Lemme know! I am still looking for better names for the “Zippers” and “Champions” affiliations. Hit me with your best ideas.
  • And last but not least: Bug Reports

Feel free to post your feedback here at the issue tracker, or leave a comment on this post.

A tutorial will be forthcoming soon. Until then, please read the single player rules.

The game GUI is obviously rough around the edges, and the card layout leaves a lot to be desired, but I wanted something playable more than I wanted something pretty. Especially since the design might change in case the rules are adjusted.

It’s been a long road to this point, starting from scratch. Game design + Programming + Playtesting + Story design/Worldbuilding by myself is hard!

At this point I think there’s an interesting core in the game, but I’m not convinced it’s interesting enough to play solo repeatedly. I would be really happy to get some ideas on how to make the solo play more engaging.