Brackenmere / dev log

Tag

Gameplay

8 posts tagged Gameplay.

G39 6 min read

The quest ledger, and five worlds finally joined up

Brackenmere had five worlds that no quest sent you to. I asked for the quest ledger to be redrawn as a map, sent it to two AI reviewers to play it in their heads, and the agents built the chapter that threads those worlds into the story: the Five Stones.

G36 6 min read

Goblin raids, kept forgiving

My son voted for goblins running into the village, so the game's one safe place got a fight. The first raid worked in the tests and meant nothing to a player; it took my own walk on the green, a few dictated paragraphs and a day of fixes to make it a raid you notice, can win and can never really lose.

G35 6 min read

A world, not a to-do list: the village changes because of you

I played Brackenmere end to end and found an errand chain: talk, fetch, return, repeat. Three AI designers diagnosed it independently, my son voted on their ideas, and by the evening every quest left a mark on the village.

G34 6 min read

Renown that matters: I reverse the vision

The first version of Renown gave my kids a rank, a title and a Book of monsters, and kept my own rule that the hero's health never grows. A day later I shot up four levels without getting any stronger, and asked for levels that really mean something.

G33 6 min read

Combat for kids who love fighting

My kids told me fighting was their favourite part of Brackenmere, and that it was dull. In one day it became a one-button fight with five moves you discover by playing, a maze full of easy monsters, and a slow-motion kill cam that a research agent had warned me against.

G28 6 min read

A whole campaign in a day: first morning to Lantern Night

One evening I asked the agents for a whole story, and by the next morning Brackenmere had seven main quests, nine side quests, two named bosses and a finale on Lantern Night. Two reviews on paper and a playthrough by a fresh hero did most of the work; my own play found the rest.

G24 6 min read

The kids got lost: keep everything, fix the pacing

My kids played Brackenmere's first quest and got lost. Three fixes went in that night; two days later AI reviewers proposed cutting the game down, and I chose to keep all of it and rework the opening, pacing, controls and rewards instead.

G13 6 min read

A home that grows with the hero (and "no 8 of 10 bar")

In two days a hovel became a house that grows a room at a time, with builders, wear and repair. Along the way I stopped the agents chasing an art score: fix what is broken, and no 8 of 10 bar.