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Product differentiation is driven by UX, art styles, production quality and minor meta systems such as quests and saga maps. Since the defender has no way to protect his coins during a raid, the odds are balanced for the attacker by limiting the total loot that can be stolen and also fragmenting the total loot across the defender’s base.
There are also hidden easter eggs with interesting lines and detailed facial expressions if players click on or drag them around. Special effect from clicking on and dragging the Hot Cocoa Cookie. If players place specific facilities in the kingdom, there are even more unique interactions these characters can have with them.
Benefits include: Free and quick install on the system of choice with an intuitive UX or CLI for project creation and management. Install AI Workbench quickly in two ways: click-through install using the desktop app on local systems or command-line install on remote systems.
Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work.
And the point is that you… because you get so used to selling the idea, ultimately you'd know nothing about that idea until you market tested it, until you've, like, started building it, until you start getting some data. Gigi brought up a good point about the kinds of companies I sort of have three in my head about video games.
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