Playtest Reports
This page is dedicated to reporting on the different playtests I conduct for enter_universim. I aim to use this as a log for any issues, and to write about experimentation and chaneglogs.
Play Test v1.0
The first play test of the game is solely to lay out a foundation for the game - I have always found it hard to balance and create mechanics, so I am ditching the idea of having every aspect of the game figured out in favour of simply playing with what I have. The goal is that, with each play test, issues are discovered and dealt with before each new test.
I am also playtesting the simplest form of the game, two player 1v1, as opposed to the more complex three or four player free for all modes.
Version 1 Rules/Guide

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Each player represented as a brain.
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Each brain has 55HP, if brains HP = 0, player is eliminated.
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If all of a player's active cards hit 0 HP, player is eliminated.
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Brains have no possible actions.
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Turn order determined by die roll, player with highest number goes first.
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At the centre of the playing surface there is a pool of character cards and trait cards.
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Each deck is to be shuffled at the beginning of each game.
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Players pull 8 character cards each from the pool, and play 3 cards of their choice.
- There are 4 of each character in the pool.
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Remaining 5 cards remain in the players 'hand' and can be swapped in and out with the 3 cards in play, carrying over damage/effects and ending your turn.
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Players pull 2 trait cards and play them.
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There are 4 of each trait card in the pool.
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Players can put a card back into the pool and pull a new one out, this will end your turn.
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Trait and character cards have their own unique abilities and attacks.
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Using any single attack will end your turn.
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Using any single ability will NOT end your turn.
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Only one ability may be used per turn.
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Characters can attack opposing brains directly or opposing characters at will.
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When character HP = 0, they are to be placed back into the pool.
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Player can no longer play a card into that space.
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Playtest Notes
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Brains were entirelly redundant - no damage dealt to either brain.
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Character's offensive presence was too oppressive to even consider attacking opposing brains.
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Bench was entirelly redundant.
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Character's were too oppressive to consider losing a turn to swap to another character, trade was not worth it.
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Lucidity's anihillation has too little drawback for it's damage output - becomes way too centralising.
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Penumbra is too passive offensively.
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Penumbra's and Amalgam's abilities (Blood Moon and Corruption Field) are too centrallising - it is not worth using other abilities if either are on the field.
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Perseverance may be too strong.
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7 turns is incredibly short.
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Issues with ability and attack readability.
How do I fix these?
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Removing the brain and bench features would remove redundant information and simplify the game.
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Lucidity's Annihilation will be nerfed to have a higher drawback.
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Penumbra's damage output will be increased and will have the proper additional effect.
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Blood Moon and Corruption Field will (hopefully) be more balanced with HP increases.
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HP will be increased across the board (and damage will be scaled) to increase longevity.
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Perseverance will be kept the same for now.
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Add text borders for increased readability.
Changelog
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The Hero:
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HP increased from 30 -> 150.
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Dream Blade damage increased to 25.
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Additional damage increased to 15.
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Apocalypse Alpha:
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HP increase from 25 -> 100.
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Brute Force damage increased to 50.
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Penumbra:
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HP increased from 30 -> 150.
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Total Eclipse damage increased to 20.
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Additional effect changed: 'heal 10 damage from Penumbra'.
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Blood Moon additional effect changed: 15 damage increase.
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Lucidity:
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HP increased from 30 -> 125.
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Annihilation damage increased to 50.
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Additional effect recoil increased to 25.
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Amalgam:
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HP increased from 30 -> 150.
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Berserk Gene's damage increase to 25.
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Additional damage increased to 10.
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Additional effect changed: 10 extra damage if any ally has taken damage in last 3 actions.
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All character abilities now have a three turn cooldown.
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Resilience Trait now reduces incoming damage by 5.
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Aggression Trait now increases outgoing damage by 20.
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Incoming damage is still doubled.
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Bench feature removed.
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Brain feature removed, loss condition is now losing all three active cards.
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Attack and ability text now has a black border for increased readability.





Play Test v2.0
Version 2 Rules/Guide

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Each player represented as a brain.
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Turn order determined by die roll, player with highest number goes first.
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At the centre of the playing surface there is a pool of character cards and trait cards.
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Each deck is to be shuffled at the beginning of each game.
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Players pull 8 character cards each from the pool, and play 3 cards of their choice.
- There are 4 of each character in the pool.
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Remaining 5 cards go back into the character pool.
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Players pull 2 trait cards and play them.
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There are 4 of each trait card in the pool.
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Players can put a card back into the pool and pull a new one out, this will end your turn.
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Trait and character cards have their own unique abilities and attacks.
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Using any single attack will end your turn.
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Using any single ability will NOT end your turn.
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Only one ability may be used per turn.
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Each character ability has a three turn cooldown.
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Characters can attack opposing characters at will.
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When character HP = 0, they are to be placed back into the pool.
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Player can no longer play a card into that space.
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Playtest Notes
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Lucidity still too strong, needs further nerf.
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Amalgam is slightly too strong, needs a slight nerf.
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Spamming trait swaps isn't entirely competitive and doesn't make the game particularly enjoyable.
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The game lasted much longer than playtest 1, which is good.
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Unfortunately the game was over much earlier than turn 16, there needs to be some form of variability and additional layer to the game to reduce the certainty of winning.
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There is not enough variability to make it difficult to make objectively correct plays - perhaps items or support cards could make this better.
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Ability cooldown may be hard to track.
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Perseverance may need a nerf due to potential game winning advantage based on luck alone.
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Penumbra is still too passive.
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Blood Moon seems to be well balanced, however.
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The Hero is very hard to kill.
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Character pool needs some more characters to flesh out interactions.
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Apathy may be slightly too strong.
How do I fix these?
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Increase the drawback to Lucidity's Annihilation, slightly reduce damage.
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Decrease the base damage of Amalgam's Berserk Gene.
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Increase the benefit of Penumbra's Total Eclipse.
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Decrease The Hero's HP.
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Add some test characters to experiment with different interactions.
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Apathy will be kept the same, should be balanced out slightly with Lucidity being nerfed.
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Add some additional layers of variability - e.g equipables or 'stadium' cards of some sort.
Changelog
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The Hero:
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HP decreased from 150 -> 140.
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Penumbra:
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Total Eclipse additional effect changed: 'heal 15 damage from any ally.'.
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Lucidity:
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Annihilation damage decreased to 40.
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Additional effect changed: 'this attack can't be used for 2 turns after use'.
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Amalgam:
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HP decreased from 150 -> 135.
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Berserk Gene base damage decreased to 20.
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Additional damage increased to 15.
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Perseverance now only revives characters back to half HP (rounded up to nearest unit if decimal).
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Added four test cards.
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Added Stimulant cards (stadium/field effect cards).
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Added Protocol cards (held items)









Play Test v3.0
Version 3 Rules/Guide

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Each player represented as a brain.
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Turn order determined by die roll, player with highest number goes first.
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At the centre of the playing surface there is a pool of character cards, trait cards, protocol cards, stimulant cards.
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Each deck is to be shuffled at the beginning of each game.
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Players pull 8 character cards each from the pool, and play 3 cards of their choice.
- There are 4 of each character in the pool.
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Remaining 5 cards go back into the character pool.
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Players pull 2 trait cards and play them.
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There are 4 of each trait card in the pool.
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Players can put a card back into the pool and pull a new one out, this will end your turn.
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Trait and character cards have their own unique abilities and attacks.
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Using any single attack will end your turn.
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Using any single ability will NOT end your turn.
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Only one ability may be used per turn.
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Each character ability has a three turn cooldown.
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One stimulant card is to be drawn at the beginning of the game.
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Every stimulant card has a three turn cooldown, and a new one must be drawn once the active one expires.
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Three protocol cards are to be drawn per player.
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Players must assign each protocol card to a character.
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Characters can only have one protocol card at any given time.
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One a protocol card (if applicable) has expired or been consumed, it is unusable and cannot be redrawn.
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Characters can attack opposing characters at will.
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When character HP = 0, they are to be placed back into the pool.
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Player can no longer play a card into that space.
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Playtest Notes
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Healing isn't quite accessible enough.
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Apocalypse: Alpha either needs to have ability changed to an attack as it explicitly deals damage, or needs to have new ability.
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There are synergy issues - not enough characters work well enough together.
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Apathy is too strong.
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Stimulants seemed to be successful in varying gameplay, but did not vary quite enough.
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Lucidity could do with a bit less bulk.
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Protocols for the most part were useless - could do with more immediate effects.
How do I fix these?
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Adding more cards, this will come with time.
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Focus on adding unique supportive characters.
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Modify Apathy to have limitations.
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Leave Stimulants as they are for now - more playtesting required.
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Look into ways to make Protocols more effective as a means of varying gameplay.
Changelog
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Lucidity:
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HP decreased -> 110
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Apathy Trait:
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Now only prevents additional damage from being dealt.
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More cards will come soon.