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In Tasty Humans , points are earned by monsters for eating people and arranging their body part tiles in certain ways in the monster’s stomach. There are limits to exactly how you can place tiles, and you don’t always get what you want. If you hate the game you’re playtesting, do something different.
In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. Players weren’t just drafting which tile they wanted most; they were also picking their turn order for the next round. Cathala leveraged a simple twist.
There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles. Each Leader tile provides an additional goal for how to maximize the “satisfaction” of their monster. They have just a single Leader tile and their monster’s unique “personal craving.” The Race to the Finish.
A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. A dense randomized mini-chess puzzle where everything matters. So what did she want then?
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