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New Level Cap Podcast - Episode 21 | BattleCON Rules Talk

New Level Cap Podcast - Episode 21 | BattleCON Rules Talk

Episode 21 (Recorded on May 28)

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“BattleCON Rules Talk”

Summary:

Brad and Marco give you a sneak peek into the things we're doing for BattleCON Unleashed. This includes exciting fixes and clarifications to the rules and graphic design of the game. Plus, listen to find out how trying to create the "final" version of a game can be challenging, but rewarding!

  1. Given that this is a good chance for us to do so, we're doing a wording and templating pass across most, if not all, BattleCON's cards.

  2. The goal of these changes are mostly to improve the game's clarity and consistency. We want you to not have to wonder about how an effect resolves, so that you can get back to playing ASAP.

  3. We're standardized a lot of the wording and have included new Keywords that are just more intuitive. For example, "move directly" is now called "Teleport", easily conveying the type of movement it actually is!

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 20 | BattleCON Lore Development

New Level Cap Podcast - Episode 20 | BattleCON Lore Development

Episode 20 (Recorded on May 22)

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“BattleCON Lore Development”

Summary:

Marco brings in lore extraordinaire, Julian, to talk about the importance of stories in games as well as the challenges behind bringing the lore of BattleCON together. Ever wondered who'd make a great buddy cop duo? How about the nature of jeans in Indines? Listen to find out!

  1. Story can provide context, reward, and investment in a game. Making sure you have an interesting and engaging story is key to getting players into your game.

  2. BattleCON Unleashed and the grand chronicle have led to the need for the scattered Indines lore to finally be collected. There's a lot of things, and not everything will "make the cut" so to speak.

  3. There's a lot of things we never expected or even realized, including small tidbits like a large number of our characters being actually fan-made!

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 19 | Pixel Tactics Development

New Level Cap Podcast - Episode 19 | Pixel Tactics Development

Episode 19 (Recorded on May 13)

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“Pixel Tactics Development”

Summary:

Marco and Brad talk about a game we don't talk about often enough: Pixel Tactics! Find out about its history, how it developed from a "one-off" mini-game to one of our longest-running series. We discuss the challenges of this transition and some of the development thoughts that go into the game's balance.

  1. Pixel Tactics was originally a stand-alone game in our mini-game library. It has since become a long-running series with at least 5 games and more to come in the future!

  2. This led to a few "growing pains" that have colored the game's development. The first game introduced a variety of powerful effects that were hard to build-on. This is compounded by the lack of an internal balancing mechanism (like Mana in typical card games).

  3. In the end, the way Pixel Tactics developed meant that we had to get creative with how we solved problems, resulting in a game system filled to the brim with fun combos and an emphasis on card advantage and tempo.

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 18 | BattleCON Balance

New Level Cap Podcast - Episode 18 | BattleCON Balance

Episode 18 (Recorded on May 8)

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“BattleCON Balance”

Summary:

Marco enlists the help of lead balancer Daniel to talk about balancing BattleCON. What is our goal when adjusting a character? Is it important that they're all S tier tournament viable? What do we usually look at when balancing? Find out the answers in this episode!

  1. The goal of balance is to make everyone viable; not exactly tournament viable. Some match-ups may be 40-60's or 30-70's, but your player skill can still influence the final outcome.

  2. Generally, BattleCON balance falls in the middle of "have a kit that can deal with anything" and "have a kit that emphasizes your strong gimmick."

  3. Characters like Kaitlyn, Arec, and Ottavia have been fixed and are looking balanced, while certain characters like Sagas continue to present a problem in terms of balance and clarity.

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 17 | Delivering Experiences

New Level Cap Podcast - Episode 17 | Delivering Experiences

Episode 17 (Recorded on April 30)

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Branching Paths (Seventh Cross Narrative Episode): https://www.youtube.com/watch?v=KdgaXNXZZ0U

“Delivering Experiences”

Summary:

Your good good design boys, Brad and Marco, talk about crafting and delivering a good gaming experience. How important is it to a successful game? Is trying to provide the widest experience the best way to go? Find out by listening to this episode!

  1. The experience IS the game. If you do not nail it down just right, it will be hard to say that you've made a good game.

  2. Be focused. Understand the experience you want to provide and trim anything that doesn't contribute to it.

  3. In the end, remember the following: it's about providing the experience; not an emulation. You create a game that gives people the joy of playing Dark Souls. You don't make a game that tries to exactly replicate every piece of minutia that Dark Souls has.

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 16 | Branding & Licensing

New Level Cap Podcast - Episode 16 | Branding & Licensing

Episode 16 (Recorded on April 23)

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“Branding & Licensing”

Summary:

Brad and Marco talk about creating a good Brand that you can feel good about Licensing to others. Learn all about how a good, consistent set of guidelines can ensure that your IP remains faithful to its source material. All this and MORE in this episode!

  1. A good IP starts with something cool that "explodes" into something that fans love and want to make part of their lives.

  2. A solid and consistent set of guidelines means that you don't lose sight of the image you want to be associate with your brand. It also means that merchandisers and the people you license to will keep your image intact.

  3. Licensing your IP means that you're extending your reach. Needless to say, make sure you license to partners that make sense. Mortal Kombat featuring Elsa from Frozen wouldn't make anyone particularly happy outside of the laugh you'll have from the sheer absurdity.

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover

New Level Cap Podcast - Episode 15 | Games as a Platform

New Level Cap Podcast - Episode 15 | Games as a Platform

Episode 15 (Recorded on April 15)

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“Games as a Platform”

Summary:

Brad is back! He and Marco talk about games as a platform. If you're a fan of a "game series" like Pokemon or Dark Souls, then you'll definitely know what we're talking about. What makes a game a good platform? What are the advantages and pitfalls? All that and more on this episode!

  1. A game is a platform when it continuously builds content on top of a pre-laid-out system (think of Pokemon or BattleCON).

  2. A game must first be a platform before it can become a service. A game that is not mutable, updateable, or extendable is usually hard to turn into a service.

  3. One must remember that there is a certain expectation to be met, but this must be balanced with a healthy dose of innovation to keep a platform fresh.

This blog supports an RSS Feed which you can add to your podcast app of choice to automatically get each episode as it releases! Here's a link to the feed!

You can also just visit our page on some popular podcasting apps: Apple Music, Google Play, and Spotify.

Music provided by Wesley Slover