The Stack was working.
Mechanically, technically, objectively working. Cards played. Enemies attacked. Health depleted. The win condition triggered. I could playtest a full run from start to finish without hitting a single bug. It worked.
And, yet, it felt like nothing.
It’s not that it felt bad. More like it was missing something. It felt hollow. The kind of hollow that’s hard to diagnose. Everything on the checklist was checked and like I said - it worked. So I spent a few sessions sitting on this feeling before I figured out what it actually was.
There was no motivation. As a player you had nothing to fight for. Nothing to push you from the start to the finish.
The Experiment
The original structure of The Stack was linear. You’d always face a two or three waves of enemies, then reach a checkpoint and get a reward, then waves of enemies, and a boss. Repeat across three phases until the end. The player’s job was to react. Here are some threats, deal with them, and if you survive you get a reward.
This is fine on paper and to be honest I think it works well in some games. There’s nothing wrong with this approach, but for some reason it felt empty in this game.
The problem I settled on was that reacting isn’t the same as deciding. Without decisions there’s no agency. And without agency there’s no investment. You’re not playing the game so much as watching yourself play it. It feels hollow.
What I had was a series of obstacles and what I needed was a cohesive arch with choices along the way.
The Hades Moment
I’ve been playing Hades longer than I’ve been building The Stack, it’s honestly one of my favorite games. And as I was playing one night I had a moment of realization where the thing that was missing was right in front of me this whole time.
In Hades before every room you are shown the reward for clearing that room. Sometimes you see multiple rooms, sometimes just one, but at the end of the day you get to choose your path. This provides agency to the player. You control how you want your deck to be built.
That sequencing is everything.
The Stack had it backwards. Fight first. Reward after. Here’s what you get for surviving. Congratulations, I guess.
The fix sounds simple in retrospect: flip it. Show the reward first. Let the player decide if it’s worth fighting for. Then run the encounter.
What Actually Changed
Structurally it was actually a pretty small change to the game. I had to add one screen before each encounter to show the player what reward they’d be fighting for. Then the player would then enter the encounter just like before. In all honesty the encounter logic doesn’t even change in this setup. No matter which reward is chosen the player faces the same enemies, but the “choice” is what matters here.
Experientially it’s a completely different game.
Suddenly the same encounter means different things depending on what you chose to pursue. A player who is searching for a card to fill out a specific synergy might pick the card reward, while a player close to dying might play more defensively. The decisions compound throughout the run and each run is different.
The game is still very much a work in progress, but this was a huge step forward for me as the game finally started to feel like it had something there. Something more than just a series of obstacles.
What I Actually Learned
I think player experience is extremely important. While I always knew this in the back of my mind it can be hard to explain to yourself why something doesn’t feel right. Especially when you’re the one building it.
The linear wave structure existed because it was the obvious architecture. Sequential encounters, clear progression, easy to implement. It made sense from a builder’s perspective, from the prototyping to make sure the mechanics work perspective, but from a player’s perspective it was missing something. It was missing agency.
Good game design — maybe good design of any kind — is about giving people goals, not just obstacles. The obstacle is only interesting if the person on the other side chose to face it.
Coming Soon: Naming things is harder than building them. The Stack has a difficulty system with ten tiers and I spent longer arguing with myself about what to call them than it took to build them. What did I learn?
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