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A Quick Update

1/4/2016

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During the past week, we've been doing a lot of work on Powargrid. We didn't get round to writing a blog post though, so here is a quick look at some of the things that have been going on:
We've been discussing one final change to the game play for a while. The trouble was that building as much power plants as possible while keeping your opponent at bay was an overpowered strategy. Especially against an AI; a human opponent is much less likely to let you get away with building up a power plant advantage.
I'll write more about this in an upcoming blog post, but we've decided that we'll make power plants progressively more expensive. Every power plant beyond the third will be more expensive to build than the previous one. We're still testing how quickly the power cost should rise. At the moment, we're looking at base costs of 90 power for your 1st through 3rd power plant, 100 for your 4th, 120 for your 5th, and then on to 150, 190 , 240, etc.
We've also submitted Powargrid to the Indiecade festival for the 2016 edition. We were in doubt whether we should submit again, but since we found receiving professional feedback from the jurors very useful and can now present a much more finished game, we resubmitted. And we did so just before the early submission deadline :).
In other marketing stuff, we've been working on what we call #TheDailyBlobbie. Stay tuned to our Twitter account (@weefreestudio) if you're curious. We think we'll start #TheDailyBlobbie somewhere in the first half of april.
And finally, I have a visual for you:
Picture
That's the concept-background for Gruntland, the final mission of the campaign. We've been tweaking it for a while, and we're finally satisfied with it :). As you can see, a lot will be going on in Gruntland!
That's all for now. We'll be back later with some more in-depth posts about Powargrid.

​--Willem--
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    We're Michiel and Willem. Hi!
    This blog is about the development of Powargrid and our experiences in doing so.

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