Playtest & Discussion of Rogue Story

Game: Rogue Story (Prototype)
Date: Friday, July 25, 2025 1:00 AMFriday, July 25, 2025 2:30 AM
Location: Online. Join with Google Meet

We’ll be playtesting and discussing Rogue Story, an early-stage prototype by François Boucher-Genesse. He’ll be in attendance and interested in our feedback and ideas about improving the game. This will give the discussion a special grounding in reality and we may even get to see how some of our ideas play out in practice. A particular focus will be critiquing how the game teaches the player new mechanics.

Genre-wise, it’s a story telling roguelike deckbuilder (think Balatro). Watch the trailer to get a feel for it.

Have gameplay feedback? Reply below or fill out this survey.

Housekeeping

  • Playing the game before the event is encouraged but not required. The event is dedicated to discussion, with someone playing live so we can reference gameplay as needed.
  • The event is open to everyone so feel free to invite others.
  • Suggest an educational game or prototype for a future event.

Questions? Comments? Email EducationalGameClub@gmail.com.

About Rogue Story

Rogue Story is a side project by François to explore how recent developments in various AI technologies could both 1) enable new kinds of gameplay and 2) transform game development processes, tools, and workflows. The project began as an educational game but has since evolved and is no longer focused on language skills typically taught in school.

Although Rogue Story isn’t an educational game, it has a lot to teach us about how games function as learning environments. A key part of the discussion will be critiquing and improving how the game teaches new mechanics. The best games do this with a minimum of words and instructions—instead, they teach experientially by designing things for the player to do. We’ve previously discussed games that do this well, such as Portal and Slice Fractions.

Professionally, François develops educational games, including Slice Fractions, which we’ve previously discussed.

About Educational Game Club

It’s like a book club but for educational games. Each month we pick one, play it, and then meet to discuss it.

:bell: Subscribe to Educational Game Club to get notified each time we schedule an event.

@Francois thanks for giving us the opportunity to playtest your prototype! It was fun to play and reflect on the experience.

Here are my notes from playing. I’m not sure what the design goals were so there may be instances where my expectations as a player differ from the goals. Some of the comments in here might have already been addressed during the event.

First, here’s some context:

  • I haven’t played a roguelike or deck builder before.
  • I played Rogue Story for several hours and completed several publishing runs. This was done over a few sessions.
  • My last publishing run was on hard and was successfully completed. The rest were on easy.
  • I tried around 3 styles.
  • The only theme available to me was medieval

#1 Generated book text & reviews played a background role for me

As I was building chapters, I was mostly thinking about:

  • Flow. How do I get enough to make it to the next round?
    • A couple of times, I built a long nonsensical throwaway sentence to score a lot of flow so I’d earn enough to make it to the next round.
  • How do I make a sentence that makes sense on its own and fits into the bigger story?
  • How do I make a story that’ll meet market expectations (e.g. happy ending, cliff hanger)

When I completed a book, I wasn’t too interested in reading:

  • The book text that the game generated for me in whatever style (e.g. haiku) I chose when starting the publishing run.
  • The review headlines generated by the game. I only cared about whether it was positive or negative.

For several books and styles, I did read the book text and reviews but ultimately I didn’t find them to be that interesting and later gravitated towards skimming them.

To summarize, I cared very little about the content of the story I was writing and whether it was interesting. Instead, my focus was on the goals set by the game.

I think it’s a very cool idea to have the game generate book text and reviews based on your input. But my experience was that these were more like set dressing in that I glanced at them and they contributed to the game’s feel. They ultimately played a background role for me and I wasn’t too interested in reading them.

#2 Long-term fun

As I played, I naturally set goals for myself and pursued them until I achieved them. Then I naturally set a new goal for myself. These are what were motivating me to play. These were some of my goals:

  • I was curious to discover the different kinds of:
    • Tarot cards
    • Card upgrades
    • Market expectations
  • Successfully complete a publishing run
  • Unlock new styles (e.g. haiku)
    • Related to #1, after realizing the book text wasn’t too interesting to me, unlocking and trying new styles also became much less interesting to me.
  • Successfully complete a publishing run on hard
  • Unlock new themes (e.g. Detective Noir)
    • I never achieved this and it’s unclear to me whether it’s actually unlockable in the prototype

After I completed those, I didn’t have another strong goal in mind so my motivation to play decreased a lot. If the game is only intended to be played for several hours, perhaps there should be a satisfying conclusion so people feel like they’ve completed the game. If the game is intended to be played for many many hours, this raises the question of what keeps the game fun over the long-term?

Another note is that, after playing for several hours, I started encountering the same sorts of cards/scenarios (e.g. “The Physician”). This felt repetitive because I tended to construct the same sorts of stories with minor variations to satisfy whatever the current market expectation was.

#3 Difficulty/balance

The first few times I failed the publishing run due to insufficient flow. In later runs, this wasn’t a problem. I’m not sure what changed. It could be:

  • The game changed (my first publishing runs were on game version V00.14.01 while subsequent ones were on V00.15.00)
  • My strategy improved
  • Luck

In later runs, I settled on a strategy but I didn’t have a feel for whether it was actually a good strategy. I was consistently finishing publishing runs but I didn’t have a feel for whether it was due to the strategy or luck. The strategy was like this:

  • When shopping
    • Increase flow. This was my ultimate focus. I bought the cards that seemed to me would be best for increasing my flow.
    • Increase money. The goal of this was so that I could afford more cards to increase my flow. I was especially focused on this in the first book or two. In some runs, after that, I’d have more than enough money for the rest of the run. Some of my favorite cards doubled my balance or increased my balance by the sell value of my tarots.
  • When writing sentences I focused on
    • Writing sentences that made sense on their own and fit into the bigger story
    • Writing sentences that satisfied the market expectations (e.g. happy ending, cliff hanger)
    • Writing sentences that increased my flow by a lot.
      • I did this mostly by constructing long sentences. Including multiple adjectives helped.
      • For the most part, I didn’t pay attention to what my tarots specifically did. It felt like too much to pay attention to (even without worrying about this, constructing a sentence took me a while). One exception was the tarot that said something like “Playing card X earns you an extra Y flow.” I paid attention to that one and used it as much as possible (it tended to be easy to find a way to fit the word into the sentence). The game lit that card on fire which made it very easy to remember to use this tarot—very helpful.

A few observations:

  • My shopping strategy was vague. It was just “increase flow”. It wasn’t something more specific like optimizing for magical cards or light cards.
  • There was a disconnect between my shopping strategy and my sentence construction strategy in that, when constructing sentences, I didn’t really pay attention to the specific tarots I had. I just tried to construct long sentences and hope for the best in terms of earning flow. This strategy seemed to work in that:
    • I generally earned enough flow in publishing runs
    • The one time I played on hard, I successfully completed the publishing run. It didn’t seem any more difficult than easy so I couldn’t tell the difference between the easy and hard modes.
  • After constructing a sentence, I had a hard time understanding where its flow value came from. This isn’t surprising in that, when constructing a sentence, I didn’t pay attention to the specific tarots I had. When finishing a sentence, the tarots would rapidly bounce as it summed up the sentence’s flow but this happened so fast that it was hard to follow the details of why I was earning the flow. Some sentences would earn a ton of flow and I couldn’t really tell why.

#4 Learnability

This section has some notes about things that confused me in the game.

4a Improve visibility of special card

I have a tarot card that causes a specific card in my hand to earn extra flow. As can be seen from hovering the card, the special card is currently the “knight”.

It’s easy to forget about this tarot card and forget to hover over it each hand to check which card is currently special.

To make it easier to keep this tarot card’s effects in mind, the special card itself should be highlighted. That way, you don’t need to remember to hover over any card. The special abilities will be obvious to the player just by looking at their hand.

4b Max gain or max balance?

Does this mean this card will earn me at most $50 or that my balance will be capped at $50?

Not related to this problem but, thinking about this card, I was wondering if this wording would be clearer:

Gain $24, the sell value of all tarot cards

That way, it tells you exactly what effect this card will have in this moment without the player having to manually combine the info “Currently $24” with the card’s description. I think that’s a good design goal in general: to describe the card’s effects in this moment as directly as possible so the player doesn’t have to reason through them.

Also, how do I know whether this card is only used once or gets used at the completion of every chapter or book?

4c What does “image appears when making chapters” mean?

Maybe it means that the card’s image changes every time you start on a new chapter?

Maybe it’d be better to communicate the image’s dynamic properties through the design of the image itself rather than through the card’s descriptive text. That way the image conveys its own behavior instead of the player having to read about it.

4d Clarity around multiplier communication

I found the way multipliers are conveyed in Rogue Story to be a little confusing.

If I recall correctly, some were conveyed as percents (e.g. 0.25%) and others as multiplication (e.g. x0.5). I’m guessing percents and multiplications are essentially the same but you pick the representation that’ll use fewer digits. Maybe it’s worth standardizing on one representation to avoid the risk that people think there’s an important difference between percents and multiplications.

Whenever I saw a multiplier smaller than 1 like x0.5, I wondered whether it was a downgrade. In the screenshot below, if I only had one Wildcard in my deck, would this tarot card give me a multiplier of x0.5 and so it’d hurt me by cutting my flow in half?

I found the multiplier notation “x0.5” a little confusing in that my brain is surprised there’s no number before the “x” and it wonders what 0.5 is being multiplied against.

4e Confusion about my cards vs book’s cards

I haven’t played a deck builder before and it took me a while to realize there was a distinction between “my cards” which are with me forever and “the book’s cards” which change every book. Here’s how I came to realize there was a distinction:

  • I noticed that I had cards in my hand that weren’t shown to me when starting the book.
  • I wondered what “upgrading a card” meant since I get a new set of cards every book.

Thinking about these observations, I eventually realized the distinction between “my cards” and “the book’s cards”. When starting a book, seeing all the cards animate into “my card deck” in the top-right corner helped with this realization. It was also helpful to be able to click on “my card deck” in the top-right corner and see what was in there.

4f Clarity about distinction between a “book gift” and a “potion gift”

I think I figured out the distinction while exploring the shop but I always forget the difference.

4f Per chapter or per book?

These cards give flow bonuses. Do they take effect each time I complete a chapter? Or when I complete a book?

4g How do I access the greyed out stories?

4h What does '<Nothing>' mean?

This is a screenshot from the shop.

#5 Miscellaneous

  • Observations
    • The art and animations had a nice impact on the game’s atmosphere.
    • I liked the game’s structure and how it contributed to the atmosphere (e.g. playing as an author writing books as a part of a publishing run). I like the phrase “publishing run.”
  • Critique
    • After finishing a book, the typewriter scrolls too fast for my reading speed. Consider letting the player have some control over the scroll rate.
    • Consider adding a button to deselect all cards.
      • When constructing a sentence, I might select several cards to see the sentence they form. I might decide I want more card options, so I start selecting cards I don’t want so I can discard them. Then when I go to hit “discard”, I realize the cards from the sentence I was constructing are still selected and about to be discarded—but I want to keep these. If there was a “deselect all cards” button, maybe I would click it in between constructing the sentence and selecting the cards to discard.

#6 Game variations

Playing the game sparked some ideas for some related game ideas. I’m not sure what direction you want to take Rogue Story so I’m not sure whether these ideas are of interest but I’ll share them anyway.

6a Mad Libs

While playing Rogue Story, I was thinking about prior successful games where the player and the game collaborate on writing a story. Mad Libs came to mind. I haven’t played it in a long time but remember ending up with hilarious stories when playing as a kid.

Perhaps Mad Libs contains some relevant ideas or lessons. Mad Libs is a pen & paper game. What would it look like as an AI-powered video game?

6b Scaffolded creative writing

I mentioned earlier that I wasn’t too interested in the game-generated book text or reviews and that they became background elements to me. I was thinking about how to design the game so that these would become the focus, the player’s main interest.

What I came up with was a bit like creative writing. The player would write a story in a text editor meeting the constraints/goals set by the game and with the AI’s assistance.

Rogue Story provides these sorts of constraints/goals and I think this sort of structure would be helpful for this too:

  • Theme (e.g. medieval)
  • Style (e.g. comedy)
  • Market expectations (e.g. cliff hanger)
  • Scope (a Rogue Story publishing run lasted up to an hour for me and I think aiming for a limited time would be helpful for creative writing too)
  • Reviews (the player could receive real feedback on how their writing did related to the goals they were pursuing)

The AI could act as a writing assistant to the player during the writing process. They can write together in little pieces. It can help with things like phrasing and brainstorming.

The AI could generate visuals for the book like illustrations or a book cover.

Like in Rogue Story, as the player completes rounds, they could unlock more themes, styles, story goals, art styles, etc. Since the player’s focus is on the story content, I think the player could have a strong drive to unlock new things because they’ll have a significant impact on what the player is thinking about while playing. They could also be a strong motivation because they could be related to the player’s desire for self-expression (e.g. “I want to try writing a science fiction story with a cliff hanger and I want its illustrations to look like claymation”). Gradual unlocking of these things also seems good from a pedagogical perspective: it lets the player focus on 1 writing skill at a time, and, over the long-term, they get practice at a variety of different writing skills.


Thanks again for letting us playtest and critique the prototype!

If you have any questions or want more details, let me know!

Hey @AdamComella !

First a big thank you for playing that long, and taking the time to do this detailed write-up - I really, really appreciate it.

#2 Long-term fun
Agreed that there are currently no big incentive to keep playing after 1-2 publishing runs. The scope of this prototype for me was mostly to see if the initial experience was worth developing further. There’s a large list of various ways roguelikes make this interesting, so this feels low risk to me once the basics are figured out. It does take a lot of time to create, because you need to build content to unlock (new tarot cards, new themes, ascension levels where the game gets gradually harder, etc), so I’m first trying to gauge interest before investing in this part. Thankfully, content creation (new themes in this case) shouldn’t be too long to do - that’s the part where AI really shines.

And yes sorry, “hard” mode was broken and other themes weren’t available but it wasn’t clear.

#3 Difficulty/balance
Not being able to tell if your strategy is good or not is definitely a problem. Part of it is the feedback as you point out, but also since story creation is already intense cognitively, any constraint tarot cards add needs to be simple. I did a pass on that already, but need to go further I think. At some point I had a tarot card that rewarded alphabetical order of words :S

When playing on a hard difficulty setting that actually works, paying attention to words is definitely required. But it should always be simple rules, like “dark” words counting for more.

#4 Learnability
4a: entirely agree, I’ll think of a better system than this.
Thanks for the suggestions on the other points, I’ll go item by item and try to make improvements

#5: Great suggestion for the “deselect all” button or keypress

#6 Game variations
I didn’t know about Mad Libs, thank you!

Having a more open writing game that forces styles / theme / expectations is certainly interesting. I could see that used much more in schools as well. It would need to be a different project at the stage of development I’m at, but it’s an interesting one.

#7 potential gameplay change
I’ve been doing some thinking after the feedback session, and I was wondering if you think a change to the game would have helped you focus more on story making. Here’s the change:

  • there are no points at all when creating chapters - you can’t loose the run this way
  • tarot cards still give you incentives to use specific words, words with properties (dark, light, magical) etc when creating chapters. They now give money instead.
  • there are more tarot cards that emphasize succeeding in creating a story that the market likes, and some that more specifically reward meeting the market’s objective.
  • word upgrades are mostly about giving more money when played
  • after publishing a story, players get money:
    • if the market liked the story (coherence)
    • if the market’s objective was met
    • income from tarot cards is vested (some tarot cards give you money in this phase, and can be “grown” when creating chapters by doing specific things)
  • the “lose” condition is now that players need to pay their rent. Maybe that’s only required every 3 stories. This amount increases during your run.

The hope is that:

  • the stress of making points would be less present when creating chapters. Players could have a run that mostly rewards making good stories the market likes.
  • tarot cards could still add variety in the chapter creation phase and nudge players to create stories they wouldn’t have otherwise
  • difficulty of the game can be increased for players want to challenge themselves with more constraints

Let’s assume your UX feedback (clarifying the impact of tarot cards and the words they’re linked to) would be addressed.

Do you think this type of change would have helped you focus more on story creation? There would still ultimately be a concern about getting enough money, but the pressure to do that could possibly be split between multiple books. It also has the same issue where playing on higher difficulty likely means having to create non nonsensical chapters just to get enough money to survive.

In any case thank you again for going in that much depth, both this and the feedback session are really helpful at this stage (thanks for the others for taking the time as well!)

Below are some thoughts on your “#7 potential gameplay change”.

In helping the player to focus more on story making, what would you like the experience to be like? When creating stories, do you want the player thinking more about:

  • (A) Their own tastes. Maybe the player gets so much satisfaction out of the process of creating the story and the resulting story itself that the game’s evaluation of their story isn’t too important to them.
  • (B) The game’s story goals.

Here’s my attempt at distilling a big picture from your proposed changes:

  • Have 3 books to prepare for the test that could end your publishing run instead of this happening every book.
  • Flow is combined into money rather than being a separate metric.
  • More tarot cards give rewards based on the story (making a story the market likes, meeting the market’s objective)

And below are my thoughts on their potential impacts to gameplay.

Reduce the stress of making points

the stress of making points would be less present when creating chapters

I think that’s good if you’re aiming for (A). If you’re aiming for (B), I think the stress is okay as long as it arises from the challenge of meeting the story goals.

Rewards are more based on the player’s success at creating a story

I think this is a good idea and could help with (B).

If I recall correctly, the current game only has up to 2 story goals per book:

  • Did the market like it? (i.e. was the story coherent?)
  • Did the book meet the market expectation? (e.g. cliff hanger)

If you want the game more focused on story creation in the sense of (B), I think each book will need more story goals than 2 to keep the game interesting and challenging (at least when the player gets sufficiently far into the game).

You could have story goals of different scopes:

  • A single chapter (e.g. something good should happen to the merchant)
  • A book (e.g. a cliff hanger, a story with only 1 character)
  • Across books (e.g. use the same main character across a trilogy)

The existing coherence story goal was already quite difficult since it required coordination across chapters. So maybe multi-chapter goals like that can be worth more.

The challenge could be around meeting multiple story goals while writing a story. Maybe there are 10 story goals in play and the player is hoping to achieve just a few of them.

Maybe you have cards dictating the options for your story goals. Maybe you also have cards that let you change your story goals in the middle of writing a book (this could be useful if you end up finding some story goals are going to be impossible due to the hands you’ve been dealt).

I imagine there could be rewards around breadth (meeting N different story goals in your run/career—you’re a jack of all trades) or depth (meeting the same story goal N times in your run/career—you’re a master of this technique). Maybe meeting a story goal unlocks related but more challenging story goals (like progressing down a skill tree in other games).

Other ideas that could introduce interesting constraints to the story’s content:

  • Another author is fired and you’re offered the job of finishing their book
  • You’re offered a job to ghostwrite a book for someone who has many opinions on what the book should be like

If you’re going for (B), I think it can be fine that the player has a risk of losing at the end of each book as long as the loss is due to them insufficiently meeting goals that are based on the content of their story.

Random question. Cards can be light, dark, magical—does this have any impact on the story itself? I worry that when players are thinking about cards marked as “light”, they’re not thinking about the story itself.

My ideas here are trying to get the player to focus directly on the content of the stories they’re writing.

Thanks again @AdamComella for the very thoughtful comments!

I think the challenge is doing a mix of A and B, in that players feels like they can create stories that are interesting to them, while still adding some constraints that gently nudge them in a direction. Successful roguelikes do this well by making sure various “builds” (different combos of cards) are enjoyable and on a similar power level. This helps a lot with replayability, because the optimal build for a given run keeps changing and offers a different experience every time.

I’m noting a few interesting suggestions you made that could be added without too much work (complete a story, change current market objective). There are others I’m thinking of as well - chapters you created from previous stories could show up as sentence cards, and maybe you get to write the sequel to your previous stories.

The main challenge that you mention as well is that creating a coherent story that meets an objective is already hard cognitively. Adding lots of complexity seems like a bad idea. I’ll experiment with a few tarot cards that hopefully bring diversity to the experience, but not too much complexity. Some cards could also just reward focusing on story creation, like giving you more points / cash if you create a coherent story for example.

Re: question on light/dark/magical: words will change based on their properties (“betrayed” (dark) will change to “celebrated” when converted to light). So the hope was that it could influence the type of story players make. Someone with lots of dark words would likely choose a book with a “dark” market objective. I think that’s not working well at the moment, possibly because players don’t add that many words in their deck and due to UX issues. Possibly they could buy words at the shop directly. But outside of that, these word properties are there for the purpose of creating synergies with tarot and making more points. I think I’ll keep them for now, but it’s possible the game would be better without these more heavy incentives on which words to use while creating chapters.

I’m debating releasing the game on itch.io in its current state to get more feedback VS making these modifications first. I’ll explore the design more and will gauge the work load. In any case thanks again for taking the time to explain your experience / ideas in depth, I really appreciate it!

Your comments about the appeals of building a deck are interesting and they hadn’t occurred to me (I haven’t played a deck builder before). When I played, I didn’t think much about collecting story cards. I focused a lot on increasing flow and I guess I didn’t have obvious ideas about how acquiring specific story cards would help me do that. Instead, I mainly focused on collecting tarot cards for this purpose.

Strategically acquiring story cards sounds like a very interesting element but, in my play style, I didn’t get to make much use of it.

I recall a shop UI that was something like this:

  • Top row contained a few possible card modifications (e.g. turn a card to light or magical). You got to pick one.
  • Bottom row contained a few of your cards. You got to pick which card to apply the modification to.

A UX improvement could be that, when hovering over a card in the top row, it shows how it’ll impact each of the cards on the bottom. That way, a player can be more deliberate about changing a card’s word (e.g. “Oh! Having ‘betrayed’ instead of ‘celebrated’ would be great!”). They get to see this effect before they make their choice. When I played, I was always surprised when a word changed. Some of them don’t (maybe nouns like the “knight”).


Good luck, @Francois, and I’m looking forward to seeing how your game progresses!

Thanks @AdamComella !

(great suggestion for the upgrade preview, it’s already something I added for the next version)

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