Understand what emotion your game is trying to evoke: Revision history

From Henry's personal library

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20 February 2025

12 February 2025

  • curprev 22:0222:02, 12 February 2025 Wikiadmin talk contribs 7,026 bytes +7,026 Created page with "The example that he gives is the Innistrad set. The central theme was horror and how to bring horror to the game? Horror is tied to fear, therefore the goal is to make cards that make the player experience the fear. One of the mechanics were doubled faced cards, where the front face was a weaker creature, whereas the back face was a scary abomination. Double faced cards are cards that effectively double the space of a card, which can have different functions on each face..."