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Development Diary #4: How the Corporation works against you!
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Hi everyone! This is Francesco again and today I want to look into what the corporation does in NEON HOPE – and how we use an innovative concept to design our encounter decks. Providing not only dangerous threats to players, but also a high level of choice in how to deal…
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Development Diary #3: Mastering the Grid – or How NEON HOPE’s “Die” with Memory Works
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Hello everyone! Here is Francesco again. Previously I talked about the progression system, and last week Dominik & Richi Anna previewed the “A Hopeful Cause” expansion. Today I’m diving into a cornerstone of NEON HOPE’s game design: the Grid. What is the Grid? Whenever you perform a task, you must reveal one modifier…
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Development Diary #2: First Look at the Characters from the “A Hopeful Cause” Expansion
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Today’s update is in two parts. First Dominik will give you a quick overview of the general design intentions behind the “A Hopeful Cause” expansion and what content you can expect. Afterwards Richi Anna will give you a first look at the four new playable characters. Let’s go! (Note: All…
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Development Diary #1: The Progression System of NEON HOPE
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Hey everyone! I’m Francesco, Lead Game Designer at Hopeful Games. And I’m here to showcase NEON HOPE’s progression system. Why is the Progression System so Important? NEON HOPE is a campaign-based game where you play one character over the course of multiple episodes. Advancing your character during the campaign is not…