Immediately Understandable Visual & Audio Design
We spent a lot of time trying to bring the details of the battle to the player's attention without the need for a long, complicated list of details.
By really focusing on the subtleties of how an enemy whips out his sword and jumps into an aggressive stance when you come in range, or winces when he becomes a target of an attack he can't counterattack, we set up a system of immediate feedback that was built into the gameplay as opposed to stopping, checking distances, and doing unnecessary calculations.
The health flag took many iterations, but in the end it became a great, simple mechanism where anytime you target any enemy, both of the samurai flags on the units' backs would show their total hit points and how many HP both units would lose in the altercation at the next touch of the attack button. Almost all the information the player needs is immediately where their eyes are already looking.
Augmenting all the visual design was a strong, iconic sound effect for each action. As you pass by potential targets, they whip out their swords, with the unmistakable grind of a sword being pulled out of its sheath.
Targeting an enemy at a range, you might miss, and you hear a whiff sound. By simply walking around your allotted movement radius each turn, you can see and hear how many units you could potentially attack without needing to do any calculations at all. From-the-hip strategy gaming!
 An archer targeting some enemies. Orange-tinted units are missable, whether they are on the outside of the attack range or hiding in bamboo. Units that will counterattack have their weapon raised. Health is shown on the current targeted unit on its flag. Potential damage is shown on the current target in the form of black health bars. While not targeting, enemies within range will gleam white or orange (if they are attackable and/or missable).
It's All about the Drama
Multiplayer was always a big focus for us. By speeding up the gameplay, we wanted to allow for multiplayer, which often isn't an option in these kinds of games because it simply takes too long. As we age as gamers, fun multiplayer experiences revolve less and less around twitchy action experiences -- we just can't keep up. At the same time, we want a chance to socialize with our friends while we play, instead of just screaming for covering fire.
Tied to speeding up the gameplay, we wanted to capture the dramatic nature of a really good basketball game (or say, a drunken flag football game). In early playtests we would have tense, dramatic matches that boiled down to two demon shoguns finally clashing after a tough battle. But we also had matches where one player would be beating the other player down slowly, taking far too many rounds to do it.
We immediately cut out some standard conventions that just slowed things down -- like not being able to use a unit in the turn it was created. We set up the game resources to play to a strong endgame.
Rice, which you gain from captured rice paddies every turn, was limited so you could only gain rice from them for six turns. This prevents players from ever reaching a stalemate where each side has the resources to maintain their position, but not advance. At some point, rice will run out, and players will have to make a final stand.
 Two rice paddies, in the middle of being depleted.
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Can I just play it on windows platform straight up?
That's the basic idea of strategy, turn based tactics is what you achieved "I believe" (not having tried it). Accessibility of lukewarm tactical play, is pretty common.
But your artistic ideas are at least somewhat interesting, and the commercial appeal is present here. A bubblewrap popping game, great idea for a phone !
Will do, if I can get it for PC.
I consider both to be viable methods, but considering that being arcade-like was one of this game's design goals, going gridless was probably the right way to go. Though I haven't played it yet, so I can't tell whether it was implemented well or not.
Specifically, did you have any specific challenges that made you reconsider your choice of win8 as a platform?
Were there any libraries or dependencies that didn't exist you were expecting to be available?
Would you choose to develop the game for win8 if you had to do it again?
I ask because I'm on the verge of deciding which set of platforms the next big project will be on and I am considering including win8/RT.
As for the technical side, yeah, the lack of support of XNA certainly caught us by suprise. It was such a powerful library. It's cross platform nature made porting to the windows phone probably the easiest port I've ever seen or done. (Literally it was only a matter of days before it was playable at an ok framerate - it took a few more weeks to really optimize for it, but all told that's a small amount of work to take a console game to a phone). Since we use C#, it was also a little dissapointing DirectX API functions aren't directly exposed to that.
But thankfully we were able to port to Win8 using the open sources libraries SharpDX (a C# interop library to access DirectX) and MonoGame (an open source version of the XNA API). Now, this was before MonoGame had been ported to Windows 8, so it took us a few weeks. Not too bad, but now MonoGame has Windows 8 support in it already, so if you're using C#/XNA, you'll have a leg up porting to Win8 now.
We also had to spend a lot of time optimizing for the lower end graphical hardware on ARM tablets and the very-low end x86 tablets. On the phone we get aware with things like 16-bit color and half-resolution textures, which you can't notice as much with the small screen. And, like most high-def 2D games, we rely on many visual layers for effects like lighting, weather, etc. This can cause issues with graphics hardware that has very low fill rate. So we had to optimize for that scenario specifically for that kind of hardware.
But as for sales, since we just launch last week, we'll have to see. Hopefully we'll have more info for you in a post-mortem or future article.