Buying the wrong recipe has messed up something like 2-5% (?) of the games I've been in (it just happened to me, so there is an element of whining, but just as often it's the other player). Usually it is something like
- forgetting to buy a needed recipe (forgot to buy Soju, oops)
- buying the wrong recipe / mis-clicking (eg Rum instead of Whiskey, double oops)
It can be close to game-ending for the player it happens to and makes for an unfun experience, whether or not it's the player's fault.
I would contrast this against the dreaded "two sugars removed from distillation" which is just an unlucky roll and known risk as opposed to "you forgot your recipe, no points for you".
Perhaps we could reduce this tendency by making the recipe buying more foolproof, eg:
A. Highlight the labels you can make, in the label area, as opposed to just having it in the recipe cube section (which is fine, but too far down)
* I think someone else asked "highlight the recipes you can distill" which is not quite the same thing (I support this too, but I can see its being harder to program/more controversial).
---- You could even imagine two highlights (one = you have the recipe; other = you have the ingredients)
---- If you did that other one you could even imagine highlighting with the probability you would make it! Though perhaps people like the implicit math problem.
B. Confirming the recipe purchase more loudly somehow (not sure about this one, extra clicks are annoying and I think the player would just blindly click anyway, so I think it would not have the right effect).
I think IRL you would let the person do a takeback i.e. "oops I meant to buy Cachaça not Aquavit" though I can see that not working in BGA,
Thanks as always for the nice implementation. Implicit in the first sentence is: 95-98% of the games are pretty fun..
- forgetting to buy a needed recipe (forgot to buy Soju, oops)
- buying the wrong recipe / mis-clicking (eg Rum instead of Whiskey, double oops)
It can be close to game-ending for the player it happens to and makes for an unfun experience, whether or not it's the player's fault.
I would contrast this against the dreaded "two sugars removed from distillation" which is just an unlucky roll and known risk as opposed to "you forgot your recipe, no points for you".
Perhaps we could reduce this tendency by making the recipe buying more foolproof, eg:
A. Highlight the labels you can make, in the label area, as opposed to just having it in the recipe cube section (which is fine, but too far down)
* I think someone else asked "highlight the recipes you can distill" which is not quite the same thing (I support this too, but I can see its being harder to program/more controversial).
---- You could even imagine two highlights (one = you have the recipe; other = you have the ingredients)
---- If you did that other one you could even imagine highlighting with the probability you would make it! Though perhaps people like the implicit math problem.
B. Confirming the recipe purchase more loudly somehow (not sure about this one, extra clicks are annoying and I think the player would just blindly click anyway, so I think it would not have the right effect).
I think IRL you would let the person do a takeback i.e. "oops I meant to buy Cachaça not Aquavit" though I can see that not working in BGA,
Thanks as always for the nice implementation. Implicit in the first sentence is: 95-98% of the games are pretty fun..