Devlog 4: the first playtest, and five wins that came too easily
Today the first packaged build went out to an invited tester: a plain Windows download, installed and played outside the development setup for the first time. The first report came back within the hour:
“I just installed the build, and won 5 matches in a row on one shot in the campaign.”
That breaks a rule this game holds onto. Lethal physics stays in, but a one-shot win has to be earned: set up over several turns by undermining, flooding or burning, not handed out by a single standard shot.
The game is deterministic, and the campaign saves the seed of every battle, so all five matches could be replayed exactly. Here is what the run shows:
| Sappers | Won on turn one. The shot brought stone down as a rockfall. |
|---|---|
| Sapper captain (elite) | Lost. The captain hit for 102 on its first turn, more than the tester's 100 health. |
| Siege engineers | Won on turn one, again by rockfall. |
| Siege, round two | Won in two turns. |
| Magma warden (elite) | Won on turn one. |
It cuts both ways: the tester won four times on the opening shot, and lost once to the enemy's. Campaign units start with 70 to 100 health. In a Quick Match they start with 160, and an ordinary full-strength shot in this build deals between 115 and 240. The campaign numbers look like they were never raised when Quick Match was. That is being checked now, along with whether the campaign's defence cards and cover work the way they do in Quick Match.
The fix is in progress. The test it has to pass is simple to state: no enemy in Acts I to III dies to one standard shot from full health, unless the player built the situation over earlier turns. Once it passes, the next tester build goes out and the next entry will say how it went.
This is what playtesting is for. Thank you to the first tester.