From Wave to Wave

Icon for the spell StormcallRecently, we've been revisiting some of the macro concepts in Causeway.

As part of the process, it's healthy to learn from expert players and how they engage with different games.

One of the recent videos I enjoyed is a wave management guide, in which Coach Rogue gives a great breakdown:


Thumbnail for Coach Rogue Youtube Video

The video shares many pushing optimisations, with one in particular about how to time pushes to a cannon troop (which appears every third wave).

For terminology, a "6-wave" has the usual 6 troops, and a "7-wave" has the additional cannon.

While this cannon troop adds depth — it's not something every player will know how to optimise around.

  • It relies on watching a video (or deep introspection)
  • It relies on watching the game clock (as cannons change timings later in a match)
  • Readability is low, because the 6-wave and 7-wave look very similar.
  • Readability is unreliable; some minions might be dead.

Tick, Tock...

Is there room to improve on this?

Looking back to the mods of Warcraft III, we found some inspiration. Two games spring to mind:

Advent of the Zenith is one of the most atmospheric lane-pushing games; and does a lot to elevate the sensation of two "armies" at war. As part of that, its troop waves spawn in a "tick, tock" pattern: alternating a 5-wave and a 7-wave.

This creates lanes which have a less linear pacing, and feel more dynamic — like a real battlefield.

Age of Myths is another game with a lot of style and flair. Among its flavourful touches — its three lanes use different models for troops. You know you're on bottom lane because it's orcs versus nagas, whereas top lane might be humans versus undead.

The troops have identical stat blocks, it really is just for flavour. (These days, that might be seen as more burdensome than tasteful by players... I guess that's the world we're living in!)


But Back to Pushing

Combining these ideas, here's what we're experimenting with in Causeway:

  • The troop waves alternate between a 5-wave and a 3-wave.
  • The 3-wave troops use different models, to maximise readability.
  • The 3-wave troops use the same stat block, so player interactions with troops stay consistent.
A side-by-side comparison of a 5-wave and 3-wave in Causeway.

Players seem to like the result so far. It's easier to understand when to push, retreat, or roam. And like Advent of the Zenith, the lanes have a more dynamic feel!

This is one of many small details we hope will contribute to a richer "game feel". As we often say: Causeway stands on shoulders of giants.


GamerFest '24

Icon for the ability "Rosen Lance"As some of you may know, we're an Irish studio — and our biggest local game show is GamerFest!

We brought the alpha for Causeway along this May to promote the game and let folks help with testing.

It's always fun to see reactions from people who recognise the genre, or are curious to learn more about the project.


A table with a few monitors showing Causeway
A table with a few monitors showing Causeway
Yes yes, some of our test footage is 4v4. The game's 5v5.

A Busy Booth

This wasn't our first time demoing at GamerFest. From past experience, we learned (as many developers do) that preparation pays off!

To prepare for this visit, we tweaked the build with more forgiving numbers: a shorter revive timer, more health regen, etc. We also limited the character select screen to avoid excess reading or people picking the less conventional characters.

That worked out well. I'm always amazed at how fast kids can pick up a game and enjoy it! It makes the effort to have 2 PCs for multiplayer worthwhile.

Overall we had a good event. It's great to meet with other local developers, and we look forward to being back for May 2025.


Lanes for All

Icon for the Counsel "It's All Downhill From Here"Last time, we shared some thoughts about depth in Causeway, and how to design for it without adding needless complexity.

Today I'd like to share some thoughts around another important topic, which is accessibility.


What is accessibility?

Broadly speaking, we're exploring how players answer the question: "can I bring friends to this game?"

Everyone has some friends they can't bring to a lane-pushing game. Common complaints include:

  • "I can't make the time investment"
  • "The community is too toxic"
  • "At this age, playing games is a waste of time"
  • "The art or characters don't appeal to me"

There are also realities of the genre — it's real-time, there's a learning curve, and whatever camera angle you choose won't suit some folks.

We accept these constraints, and nonetheless aspire to make a lane-pushing game that people can bring friends to wherever we can.


Community

The biggest accessibility issue in modern lane-pushing games is toxic behaviour — which we define as harassment, exclusion, and unsportsmanlike conduct.

Icon for the spell 'Mortify'

Nothing discourages players from participating more than the risk that a play session will leave them feeling worse than when they started.

The reason we're doing Causeway instead of some other lane-pushing game is that this is the most important, interesting, and unsolved problem in the genre. Causeway is extremely well-positioned to serve players who want to enjoy a lane-pushing game for an hour in the evening without toxicity.

That's a big accessibility win!


The Three C's

Game designers are often taught to get these 3 things right: Camera, Controls, Character.

In the lane-pushing genre, Camera and Controls need a lot of work — because what players want is customisation.

Many of our testers have spent 100's (or 1000's) of hours in one of the mainstream lane-pushing games. Any new game has to support the key options from most of the others, so players can enjoy their familiar setup.

In that sense, it's harder to make a game now than it was 10 years ago!

We learned if an option that a player expects isn't available, it creates huge friction and pretty soon they'll quit playing. Thanks to great feedback, we've got most of that ironed out.

We also chose to be early adopters of options that some players find really important:

  • Scaling the size of text, cursors, and UI elements
  • Colour-blind mode
  • Cursor crosshairs
  • Custom keybinds

Here's how that looks in the client:

Some of the settings for adjusting UI in Causeway
One of the settings pages, with customisation options.

That leaves Characters. We aim for variety in how demanding they are to play, so both beginners and experts can participate and contribute fully, even if certain skills aren't their forte.


Closing Thoughts

This is just some of what goes into making an accessible game — one that players feel very comfortable in bringing their friends to.

We'll have more to share on this in future!


Refining Complexity

Hi folks,Icon for the High Water Mark Counsel.

We've been doing lots of concept iteration with the game this summer. Let's share one of the lessons from our process!


Complexity and Depth

For any new lane-pushing game to find success in the market, we believe it must satisfy three properties:

  1. Be fresh — enough to attract new players
  2. Be accessible — enough that they'll bring their friends
  3. Be deep — enough that expert players stick around

This is the minimum requirement to "sit at the table" in our genre. There are many other ingredients to success — but today I want to touch on "depth".

In terms of philosophy, achieving depth in Causeway can be done most elegantly through well-crafted complexity. (For more on that topic, do check out my favourite article on the internet.)

We feel that on our imaginary ruler📏, Causeway's complexity (the number of mechanisms, and how tightly they interact) should rest a notch or two above that of Heroes of the Storm, and a few notches below Dota 2. This is intended to let us stay accessible, while also allowing for a rich level of mastery.


Tailoring for a 'Medium' Fit

Knowing where we want to arrive — I have leaned towards adding "medium complexity" mechanisms to the game, in anticipation that their combination would produce the right result.

It came as a surprise that this hasn't worked out so well!

For an example, one mechanism in Causeway's alpha is 🍟Chips. A Chip is a semi-permanent debuff. It stacks up to 3 times, increases damage taken by 5% per stack, and is only cleared when visiting your base. 

It's hard to apply them quickly, so they're part of a longer-term attrition game. Several Counsels (our twist on items) have bonus effects when the target has 3 Chips. One character has a permanent Chip on their shoulder (yes, it's a term we use playfully!)

However, Chips aren't quite a big enough part of gameplay that players wanted to allocate attention to them. Since the underlying idea is "a long-term debuff whose impact you can shape with your build", we didn't want to simply buff them into relevance.

Perhaps more importantly, they were tied in with another medium-complexity mechanism. We were giving players competing priorities before they might even begin to think about Chips. 

Personally I enjoy designing a medium-complexity armour system and shaping characters to fit it. But sometimes a 'neat idea' is really a solution looking for a problem! We are learning, slowly, that starting simple and building up seems to be the better approach.

As one of our community members reflected...

“The way to build a complex system that works is to build it from very simple systems that work.”
— Kevin Kelly

Stay tuned,
Softmints


Let's Travel Together

Icon for one of Causeway's abilities.Greetings all!

We've had Causeway in alpha testing for some time now. It really has been a blessing to gather so much feedback; our approaches and thinking sure get challenged a lot!

The game is so early in many ways. Still, we feel it's important to keep you in the loop about the kind of game this is shaping up to be, so today we'll share a feature about which we're particularly excited.


All Aboard!!

Many lane-pushing games give players a global mobility tool, such as the Teleport Scroll from DotA. This usually works by targeting a friendly building, and activates after a few seconds of channel time.

In Causeway, all player characters have the Teleport ability as baseline. We don't ask you to buy it or choose it among other options, it's just part of everyone's kit.

The interesting part is that our take on Teleport includes one extra rule: "you bring a friendly player along with you".

Icon for the Teleport ability.

Teleport

Teleports you and 1 friendly player within 5 radius, to a friendly Monument after a 5 second channel time.

Maybe this does not seem the most glamorous or ground-breaking change! However, what's exciting for us is how our players respond.

Everyone starts each match with the same tools... yet players can accomplish so much more if they invite others to participate.

Picture this situation...

You and your laning partner are on lane, and are getting low on resources because you've been making big plays.

Your partner decides to Teleport back to base. You choose to stand next to them — tagging along. Now back in base, you use your own Teleport to return to lane. Your partner stands next to you, hitching a ride.

Both of you are now back on lane, at full resources, in the space of ~5 seconds.

That's powerful. If one team starts coordinating their Teleports and the other does not... you can see the impact on each team's winning chances.

In our alpha tests, we devs don't have to tell new players about Teleport. Our testers explain how it works to each-other because they want the efficiency.

We feel this take on Teleport is great for the game because it's consentful and reciprocal and gets people involved and feeling like they're in a team. It represents a very "Causeway" way of doing things.


Respecting our Roots

The inspiration for this tweak is an old lane-pushing game called Tides of Blood (2003).

Picture of a 'lead zeppelin' from Tides of BloodIn this game, players can buy a transport unit, hop inside it with teammates, and the transport itself had a Teleport ability.

This led to a lot of cooperative play as teams would delicately position their transport units out of harm's way, yet close enough to act as an escape vehicle, or to relocate the team across the map if necessary.

We didn't want to reintroduce extra units to control, but their spirit is hopefully alive and well.


Whispering of Advisors

Last time, we mentioned that the Advisor system (our twist on items) was in a tricky place. We're pleased to say that we've found some interesting directions to explore — and yes it did involve creating a new "equipment" — one I haven't seen in any previous lane-pushing game.

I'm happy with our new direction for this feature. More on that when it's ready :)

Until next time,
Softmints


Branching Pathways

Icon for the ability Mind CarriageHi everyone,

We've had a busy summer working on the game, stabilising a few key features, and preparing to revisit some others.

We also spent time to develop some of our long term plans for the game and our studio. It is amazing what introspection and conversations with the right people can reveal! We're very excited about what's to come.


Forks in the Road

In the past, we've shared that Causeway's in-match progression is called the "Advisor" system. It's our twist on items. While we won't dive into much detail about it yet, we do have a lesson or two to share from development.

One of the goals of the Advisor system is to be a "minimum inventory, maximum diversity" system. This describes the tricky balance of having as little content as possible (less tooltips to read and internalise) while allowing a large number of (viable) possibilities and choices.

We have an implementation of this system, and we discovered that while had potential, it also came with a major shortcoming...

Players don't find it fun to calculate a large number of (viable) possibilities in the short timespan of a match.

Every time they opened the menu — there were too many options! There was also not a strong enough thread of progression through those options to narrow them down.

The system had so much freedom that players experienced choice paralysis. We saw people return to familiar options, rather than face the frustration of trying to optimise under time pressure.

That is a pretty big problem!

The Advisor system will need revisiting to address this issue. We plan to explore whether better UX can make a difference. Dawngate did a great job of concealing lots of choices in a cleverly designed menu.

Dividing progression into different equipments is usually a show of confidence from game designers, so that is another option we'll consider (though there are reasons we haven't pursued it yet).


Steps of the Giants

As some of you will remember, our game is named after the Giant's Causeway, which is a landmark in Northern Ireland. It also happens to be a UNESCO World Heritage Site for its stunning natural beauty.

During the summer, I had the opportunity to visit it for the first time. (Yes, we chose the name before visiting!)

Even though I'd seen plenty of photos online, I wasn't sure what to expect. Now I understand why I couldn't get a feel from just photos.

The area has a huge amount of variation in the size, shape, colour, erosion, and formation of the rocks. I don't think one picture or angle can really capture it. So here's a few samples I took...

Two photos of the Giant's Causeway in Northern IrelandTwo photos of the Giant's Causeway in Northern IrelandTwo photos of the Giant's Causeway in Northern Ireland.

When I mention that I work on a game called 'Causeway', people sometimes guess it might involve a hexagonal grid of some kind — a rigid structure often used in turn-based games.

I felt much more inspired by the natural variations that appear all around this landscape. I hope Causeway's gameplay can be known for giving players the same organic feeling!


Finally, we're very grateful for the time our testers have contributed to help improve the game this year.

Despite our website not having pretty artwork (or much detail generally) we've somehow managed to attract a consistently lovely group of people. Running games and tests has been made so easy because of the open and friendly attitudes that our testers bring with them every week.

We look forward to welcoming more of you on this journey before the end of the year :)

Thanks for reading,
Softmints