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	<title>
	Comments on: Morphblade And Imbroglio: Making A Game To Test A Critique	</title>
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	<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/</link>
	<description>We&#039;re back on a default theme because comments broke on my custom one and I don&#039;t have the energy to figure out why</description>
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		<title>
		By: Revue de presse #4 &#124; Tartine Mécanique		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-631578</link>

		<dc:creator><![CDATA[Revue de presse #4 &#124; Tartine Mécanique]]></dc:creator>
		<pubDate>Wed, 09 Aug 2017 11:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-631578</guid>

					<description><![CDATA[[&#8230;] Morphblade And Imbroglio: Making A Game To Test A Critique Tom Francis est le type brillant qui a accouché de Gunpoint. Tom Francis a aimé Imbroglio d&#8217;un autre type brillant nommé Michael Brough. Seulement sa philosophie de design étant un peu différente il a décidé d&#8217;adapter Imbroglio à sa sauce. Ça a donné Morphblade et il nous en détaille le processus. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Morphblade And Imbroglio: Making A Game To Test A Critique Tom Francis est le type brillant qui a accouché de Gunpoint. Tom Francis a aimé Imbroglio d&rsquo;un autre type brillant nommé Michael Brough. Seulement sa philosophie de design étant un peu différente il a décidé d&rsquo;adapter Imbroglio à sa sauce. Ça a donné Morphblade et il nous en détaille le processus. [&#8230;]</p>
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		<title>
		By: RoboLeg		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-628584</link>

		<dc:creator><![CDATA[RoboLeg]]></dc:creator>
		<pubDate>Wed, 29 Mar 2017 20:53:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-628584</guid>

					<description><![CDATA[this game would be PERFECT for mobile, and I&#039;d happily pay 10 bucks or so for it.]]></description>
			<content:encoded><![CDATA[<p>this game would be PERFECT for mobile, and I&#8217;d happily pay 10 bucks or so for it.</p>
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		<title>
		By: Jepp		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-625307</link>

		<dc:creator><![CDATA[Jepp]]></dc:creator>
		<pubDate>Tue, 14 Mar 2017 15:03:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-625307</guid>

					<description><![CDATA[1) Please keep critiquing games by building new ones :)

2) The non-hand holding, simple systems integrating approach leads to some great &quot;portal-esque&quot; moments where I feel like a genius for figuring out I can combine two things I&#039;ve already figured out to do something new (meanwhile behind the scenes this only because you&#039;ve carefully set it up this way through development). 

3) I really like the adjacency upgrade linkages mixed with having &quot;less powerful&quot; tiles. It makes the upgrade and new tile decision so much more interesting, and prevents the scenario a lot of games have where you are given lots of decisions, but in practice you never use them because you&#039;ve already figured out the optimal ones.]]></description>
			<content:encoded><![CDATA[<p>1) Please keep critiquing games by building new ones :)</p>
<p>2) The non-hand holding, simple systems integrating approach leads to some great &#8220;portal-esque&#8221; moments where I feel like a genius for figuring out I can combine two things I&#8217;ve already figured out to do something new (meanwhile behind the scenes this only because you&#8217;ve carefully set it up this way through development). </p>
<p>3) I really like the adjacency upgrade linkages mixed with having &#8220;less powerful&#8221; tiles. It makes the upgrade and new tile decision so much more interesting, and prevents the scenario a lot of games have where you are given lots of decisions, but in practice you never use them because you&#8217;ve already figured out the optimal ones.</p>
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		<title>
		By: Jack		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-625230</link>

		<dc:creator><![CDATA[Jack]]></dc:creator>
		<pubDate>Tue, 14 Mar 2017 06:56:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-625230</guid>

					<description><![CDATA[Are you going to release Morphblade for iOS or the Nintendo Switch?  I would really like to play this on my phone/tablet on the go.]]></description>
			<content:encoded><![CDATA[<p>Are you going to release Morphblade for iOS or the Nintendo Switch?  I would really like to play this on my phone/tablet on the go.</p>
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		<title>
		By: Spaceman Moses		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-624866</link>

		<dc:creator><![CDATA[Spaceman Moses]]></dc:creator>
		<pubDate>Sun, 12 Mar 2017 08:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-624866</guid>

					<description><![CDATA[One-eyeing this on my phone from the depths of my covers I lazily ask: what do you mean XCOM2 clarity issues? (I imagine I can google it but my mind is fuzzy)

(Context: I didn&#039;t like XCOM2, having enjoyed the first, so am curious)]]></description>
			<content:encoded><![CDATA[<p>One-eyeing this on my phone from the depths of my covers I lazily ask: what do you mean XCOM2 clarity issues? (I imagine I can google it but my mind is fuzzy)</p>
<p>(Context: I didn&#8217;t like XCOM2, having enjoyed the first, so am curious)</p>
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		<title>
		By: kripto		</title>
		<link>https://www.pentadact.com/2017-03-11-morphblade-and-imbroglio-making-a-game-to-test-a-critique/#comment-624805</link>

		<dc:creator><![CDATA[kripto]]></dc:creator>
		<pubDate>Sat, 11 Mar 2017 23:19:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=8810#comment-624805</guid>

					<description><![CDATA[For what it&#039;s worth, I also like Morphblade more than Imbroglio. Although, to be fair, I&#039;ve also got a crippling problem with anything that demands &quot;deck building&quot; type mechanics, which is to say games that ask me to basically determine how I&#039;m going to play the game before I get into it. I don&#039;t like having to design my own spaceships (although I did enjoy Gratuitous Space Battles), and I obviously loathe CCGs. 

I&#039;m much more pleased by playing through a game, making choices during it, seeing what works for me, and then basing my future decisions/runs around what I found worked before. I&#039;d argue that games which allow this are much better designed than games where you&#039;re just handed a truckload of options and asked to find the winning combination.]]></description>
			<content:encoded><![CDATA[<p>For what it&#8217;s worth, I also like Morphblade more than Imbroglio. Although, to be fair, I&#8217;ve also got a crippling problem with anything that demands &#8220;deck building&#8221; type mechanics, which is to say games that ask me to basically determine how I&#8217;m going to play the game before I get into it. I don&#8217;t like having to design my own spaceships (although I did enjoy Gratuitous Space Battles), and I obviously loathe CCGs. </p>
<p>I&#8217;m much more pleased by playing through a game, making choices during it, seeing what works for me, and then basing my future decisions/runs around what I found worked before. I&#8217;d argue that games which allow this are much better designed than games where you&#8217;re just handed a truckload of options and asked to find the winning combination.</p>
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