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Related: Flash Game of the Week: Mighty Knight There’s an impressive amount of complexity to the game, what do you have planned to help ensure more casual players don’t fall into the deep end? Have you thought about implementing a tutorial or narrative-driven component of the game to teach new players the ropes? Once we added cards, the ideas just began to flow in terms of the ways we could use all these elements together. Over time, we started thinking about how we could combine the two, and that’s where we got really excited. At the same time, we played lots of card and board games at lunch in the office, and spent a lot of time talking about those sorts of mechanics. We’d just finished up an iOS dungeon crawler called Heroes Call, and we wanted to use that as a base to build from, but we also wanted to do something new. Morgan Jaffit: We always try and think about the games we’ve made previously, and the ways we can do something new with our next game. Where did the idea for the game come from?
#Hand of fate 2 kickstarter mod#
I’m really excited to see what future updates bring in regards to this and it could lead to a really interesting situation come the game’s release, particularly if the developers decide to push for mod support.ĭeveloper Q&A Leviathyn: So there’s a lot of rogue-like-inspired games around these days – but, credit to you, Hand of Fate feels like something really cool and new. All encounters and items in the game are drawn out from the deck and the more of Hand of Fate you play, the more control you have over this. One of the coolest and most exciting aspects was the customization options for your deck. On the whole the presentation is very strong the voice-over for the dealer is quite limited at the moment but the little there is is quite good. These sections of Hand of Fate look quite good visually and It’s very cool to enter a combat encounter and watch the card versions of the weapons and armor you’ve found transform into the items themselves. For the most part combat is quite quick, fast and fun – although certain enemy designs (I’m talking about you Wizard-dudes!) don’t seem to have a clear weakness or strategy at this point and it does sometimes become more of an atrocious slog. Left clicking launches light attacks while right click handles heavy ones. During combat encounters the game discards its board game trappings and becomes a 3D brawler that’s straight out of Batman: Arkham Asylum.