Chris Solis breaks down the feature of the past deck in Terrene Encounters.
Join us for a return to the splendor, intrigue, and secrets of Argent University of Magic!
Whether you're brand new to Argent, or a returning alumni, the new project has something for you!
For version 21, I created a simple scenario, the Tower of Ascension. The story centered around a sorceress who built a machine that would allow her to become a god. Now, centuries later, the machine has come to life once again... We enjoyed the tower, and I hope that some version of it will show up in the final game.
In my most recent article, I mentioned that we had a great breakthrough in the form of Gear Grids! We expanded upon that idea in the next few versions of the game, as well as refined the way that castles are laid out, how events are triggered, and how characters' monstrous forms come into play.
We read your comments and saw that some of you were confused with our latest Pixel Tactics Online video. Some of our viewers were not able to follow the game because they were not acquainted with the rules of the game.
So, we've released a new video that goes over the basic rules of Pixel Tactics Online! Pixel Tactics veterans may also want to watch in order to see the differences between this and the physical game!
This article is a preview of Terrene Encounters, an upcoming project developed by studio CGC Games and published by Level 99 Games. Look out for it in the next few months on Kickstarter!
Terrene Encounters is a drafting game where you will take sides in a duel between two time travelers. Open portals, rewind time, and bargain with Lovox, the God of Time, to remove the other traveler from existence. I’m Chris Solis, founder of CGC Games, and I have been working on this game for a very long time. It’s an honor to be published by Level 99 Games and I am very excited to share the game with you!
Our online store now offers Priority International shipping to Australia, United Kingdom, Mexico, China, Germany, Brazil, Norway, France, Japan, Russian Federation, Poland, and Spain! We recommend International orders to be at least 4 pounds in order to avoid high shipping fees for products of smaller weights.
If your country is not listed and you would like to order from our online store, please let us know via our contact form:
After my most recent post, showing the changes and updates that we've made to Seventh Cross, I got a comment asking about many of the mechanics and paradigms that we had been testing in the boss-battle focused versions of the game, and what would happen to those segments. I started to put together an answer, but it got detailed enough that I felt it deserved its own post.
In designing a game, as with any kind of art, you don't know exactly where you will end up when you start. In my designs, I build a rough outline of the feeling that I'm trying to capture, and then I throw different colors against that canvas until the idea starts to take shape in a way that I want it to. In the Seventh Cross design diaries I've posted so far, you can see how the game's scope and focus have shifted as we develop, and how one core idea can mean a lot of different things.
With Seventh Cross, my goal is to create an immersive adventure game. For many versions of that game, I put a heavy emphasis on boss battles. However, that portion of the game grew and grew to the point where it eclipsed the other elements we wanted to introduce. When the boss battles were the most fun and interesting, the exploration had to be heavily reduced due to time and mechanical constraints (as learned in the v10-14 versions). With a compromise between both, I would only achieve a half-baked battle system and a lackluster adventure segment (as we tried in v15 and 16)
It became clear that to do battles on a scale and depth that I wanted, I would have to cut out much of the exploration and adventure gameplay that I had in my original scope, or end up with a very lengthy and disjointed experience as I tried to force all of the disparate mechanics into one game. It wasn't possible to make a full adventure game, and a full boss battle game, and keep things fully cooperative, and keep the legacy aspects I had in mind, all in the same box.
This faced me with a difficult decision. Which game was the real Seventh Cross? In the end, I decided to step back from the boss-rush version and produce the game that I felt was more resonant with the original adventure/exploration path I had set out on. This game would allow me to keep most closely to the vision expressed on the project's overview page.
These kinds of tough choices come up fairly often in design. As many elements are added and removed, it's easy to forget the original vision behind a game, to decide that your plan is obsolete, or simply to succumb to the temptation to go in a new direction from your first intentions.
The important thing to take away from these culls is that as long as you keep your good ideas on reserve, nothing is truly lost. All the knowledge and innovations we gained from testing out the boss-rush game will come in handy for upcoming projects. It's much better to deliver two focused, complete, and tightly built games than one all-encompassing hodge-podge, after all.
I have big plans for the boss-battle game as well, but I have to tackle one thing at a time. I'm confident that both of these two games will turn out better for not being forced into one another's molds.
Also, I want to say a special thanks to all of you who have been following along with these updates and who have been leaving comments, encouragement, and questions. It's good to know that people are interested in what I'm working on. It really pushes me to think hard about the choices I make, and to make sure I'm delivering on all of your expectations.
I look forward to sharing more complete versions of both of these games with you in the near future!