Wandering Towers in alpha!

Future games in need of testing and feedback
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Fearinn
Posts: 49
Joined: 03 June 2022, 02:29

Wandering Towers in alpha!

Post by Fearinn »

Wandering Towers is now in alpha!

"Help your wizards get to Ravenskeep as quickly as possible. Using their magic they could even move the very towers atop which they stand to get there more easily! But how can they refill their potion bottles along the way? Well, here’s a little secret: Trapping wizards allows you to capture some of their magical essence in a bottle…"

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JohnnyCyclops
Posts: 282
Joined: 05 July 2023, 22:06

Re: Wandering Towers in alpha!

Post by JohnnyCyclops »

Interested to see how such a tactical game translates. Also the memory aspect of which tower level contains trapped wizards which could be noted down when played online. Only played twice in real so may wait for beta.
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rafaelpsmed
Posts: 27
Joined: 22 June 2013, 06:40

Re: Wandering Towers in alpha!

Post by rafaelpsmed »

Please Join me in alpha
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Arjuna92
Posts: 103
Joined: 24 February 2014, 08:10

Re: Wandering Towers in alpha!

Post by Arjuna92 »

Is this only meant to be played in real-time?
Memory aspects are an issue in turn-based play and the solution would often be to just make it open information. I don't know whether you and/or the publisher would be okay with that. Otherwise one either has to live with forgetting more than usual or one can/has to just write down information, which I find rather silly. No matter what memory concept you might choose for this game module, the fact that the logs don't specify which towers have moved makes it utterly impossible to play this meaningfully in turn-based mode. I was about to start a game because I quite liked it when I played it in RL but I don't see the point if I can have basically no idea where my wizards are hidden.

I have two ideas:
1) Dispense with the memory concept in turn-based games. This way you know where your wizards are and more detailed logs are unnecessary.
2) Mark exactly which towers (and which levels of them) were moved by which player since your last turn. Given that several players may have moved a different number of levels of the same tower, this could be difficult to visualise. Maybe arrows in players' colours with numbers for the number of levels moved from one location to the next could do the trick?
Maybe an option to choose between the two modes?
Kishkumen
Posts: 2
Joined: 06 February 2022, 04:28

Re: Wandering Towers in alpha!

Post by Kishkumen »

If there was ever a game that would benefit from using the 3-D mode in BGA, this is it. 2-D mode is fine, but if you play the tabletop game stacking the towers is part of the impact. If made available I could see this being the only game I played strictly in 3-D.
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Thomas
Posts: 366
Joined: 10 January 2012, 14:37

Re: Wandering Towers in alpha!

Post by Thomas »

Kishkumen wrote: 31 July 2025, 23:10 If there was ever a game that would benefit from using the 3-D mode in BGA, this is it.
see https://boardgamearena.com/bug?id=174795 for why it is not supported or create a new bug report of your own.
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