I've got a game in Alpha (Sheep Boom Bah) that includes cards which may be played in reaction to certain actions on another player's turn. It's hard to find the right balance between game pace and protecting secret information.
If the game prompts every player to react every time, the game will take forever (especially in turn-based mode), so I added an action where each player can toggle on/off an Auto-Pass feature, which will let them get skipped if they don't have a relevant card for the situation (It defaults ON). However, this basically gives away the information of who does or doesn't have some specific cards.
I got a suggestion to hide the hourglass, or fake it on everyone, so it's not obvious who is being waited on. I'm not sure if this is something I can manipulate, and if done, I can imagine issues with less reliable players, or the game being stuck waiting with no hint of who is being slow.
Any suggestions welcome (either how to accomplish this technically, or design ideas to resolve the issue another way). Thanks!
If the game prompts every player to react every time, the game will take forever (especially in turn-based mode), so I added an action where each player can toggle on/off an Auto-Pass feature, which will let them get skipped if they don't have a relevant card for the situation (It defaults ON). However, this basically gives away the information of who does or doesn't have some specific cards.
I got a suggestion to hide the hourglass, or fake it on everyone, so it's not obvious who is being waited on. I'm not sure if this is something I can manipulate, and if done, I can imagine issues with less reliable players, or the game being stuck waiting with no hint of who is being slow.
Any suggestions welcome (either how to accomplish this technically, or design ideas to resolve the issue another way). Thanks!