In this special episode, Ananda, Charlie, and Trevor discuss the tactical combat genre.
How do you make progression fun when players are getting weaker over time? Does AI for tactical combat need to be complicated? Can you have too much content? Trevor, Ananda,
How granular does a representation of space actually need to be? Can you really give players access to their entire deck without overwhelming them? Where does simultaneous gameplay best fit
What are the advantages of only allowing players to move one piece per turn? Are one-hit kills broken? Should you design a variant? Charlie, Trevor, and Ananda discuss the classic