Onward changed a lot over the course of development. Initially, the plan for it was to be a deck building card game where players took on the role of competing space-age businesses, trying to prove to shareholders that they were the better terraforming company. Players would assemble a biome through buying exotic creatures, and sabotage other players by introducing invasive species and engaging in hostile corporate takeovers. This would've been a strong game, however, the possible scale of it, the complexity of the mechanics, and the fact that it was far beyond our intended age-range made it unfeasible for our goals. 6-12 was a limiting factor, and it put us at an elementary school reading level and scope of knowledge. Games within this age-range tend to be simplistic in action, feature lots of visual language and bright colors to help with memorization, and have simple rules and turn order. So, we simplified our game a lot. Instead of ...
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