mundungus wrote:Someone said there was "nothing innovative" about the game. Another described it as "like slow-motion Risk".
I never claimed to be innovative.
One player said, "I'm not making interesting decisions battle-wise." I know the combat system has been kept simple to make it easier to coordinate with Starmada, but this may make it too bland for a stand-alone board game.
I'm not entirely sure what sort of "interesting" battle decisions your playtesters would want...
The testers wondered if the game should have an inherent clock to ensure that it eventually ends.
Already ahead of you.
Sorry to be the bearer of bad news, but I guess it's better to find out now than after publication.
You'll forgive me if I don't give up on it just yet.
So -- where do we go from here? I would like to have feedback from some other people before making wholesale changes...