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As we approach the new year, it's a tradition to write my Yearly Wrapup, and see what I spent (most) of my time with! I came up with the initial concept of Temporal Shore in February while participating in a game jam, and quickly saw the game could provide an interesting twist to a well-known mechanic, resulting in a fun game. I also shared the prototype with a few players and they all enjoyed playing it, so I decided to dedicate more time to turn it into a proper game. Since the initial prototype was made in full in 6 days, the first challenge was to figure out how to make the game interesting for more than one playthrough. Players needed around 15-20 minutes to win the game, and once that was achieved, there was no real incentive to playit again. Of course, there were new cards, events, and playstyles that allowed for some replayability, but clearly,it wasn't enough. So I started looking at adding depth to the game. As a result of this process, a lot of mechanics were added or reworked, resulting in a diverse and interesting experience each time someone plays it. My goal is to provide a similar experience to strategy games, where players can pick the same faction, and same map, but still have very different experiences from session to session, all boiled down to seemingly simple, but underneath complex card-game mechanics. When asking what are the most exciting bits of the game, I always came to the same conclusion: exploration. While the initial prototype only tested the idea of resource management and basic interactions with events - in most cases, resulting in either a gain or loss of resources -, exploring the unknown of the island, discovering long abandoned establishments, stumbling upon sacred relics, or even finding traces of another life-form is what would keep me playing. Finding the right way to present exploration in a card game is no easy task. I spent around 4 months exploring different ideas, including a node-based map, as shown on the Steam page screenshot and gif, as well as a full 3D hex tile map, with a procedural, and explorable world, that also allowed for more complex building management. While it initially seemed promising, after spending a good amount of time in that direction, it became clear that it didn't have the factor I was looking for. So it was time to reevaluate, which direction the game should be heading. Is it goingto be a hex-based 4X with cards, or rather a digital board game, that captures the essence of tabletop games, lets the players immerse themselves into the world and its challenges, but does not do so by displaying a fancy, fully modeled 3D environment, and relies more on traditional ways of storytelling? Once I got this main question answered it was time to look at the various mechanics the game will have to support this idea.
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