At the last expo, I found myself explaining many mechanics to attendees. Some folks figured it out (but still missed details), while others needed guidance and context. The game didn’t crash, but the user experience wasn’t smooth either, and I had to interject to describe what to do next. I’ve been working on addressing those shortcomings by working on making interfaces that guide the user.
A Stash is a random reward, which existed in the Map but didn’t do anything. Mechanically, this interface is very simple, and is up-front about what it does. As I finish wiring the Stash up, I’ll abstract the gifting logic and use it within the Conflict as well to make runs more satisfying.


