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PATH OF ISEKAI

Physical Board Game Design (Digital Version)

Path of Isekai is a PVE game for 4 players, who need to work together to defeat the Demon Lord before the 7-day countdown ends. During the 7 days, they can strengthen their combat power in different ways, such as upgrading weapons.

Design Process

Initial Design

​Determine game mode and gameplay direction

Establish platform and basic game framework

Draft core rulesPlan card categories and types

Card Design & Board Layout

Create initial card concepts and descriptions

Write card values

Produce the first version of the game board

Playtesting

Invite 10+ players with different levels of experience

Conduct repeated playtests and gather feedback

Balancing

Adjust card values

Revise board layout

Update rulebook

Final Design

Finalize card visuals

Finalize map visuals

Finalize video walk through

Core Gameplay Activities

ACCUMULATING

Scrap is a resource that accumulates throughout the game through gathering, resource actions, or combat. It is later used for conversion and market transactions.

CONVERTING

When players collect enough scrap resource cards and meet upgrade requirements,they can convert lower-tier cards into higher-tier upgrades.

TRADING

On the Market tiles, scrap cards can be exchanged for coins.

Coins can then be used to purchase market cards and upgrade various abilities.

Core Gameplay Mechanics

Resource Accumulation & Distribution

Players obtain resources through combat or by collecting scrap, and decide how to allocate those resources

Cooperative Combat System

Players can choose to cooperate with others in combat, affecting difficulty and reward distribution.

Combat & Risk Choice

Players must decide whether to engage in battle and choose between solo combat or team combat.

  • Solo combat: High risk, high reward

  • Team combat: Low risk, low reward

Character Ability System

Each player character has unique ability bonuses that influence different aspects of gameplay.

Secondary Gameplay Mechanics

Market Fluctuation System

Market prices fluctuate randomly.

Players must decide whether to save coins or convert scrap for upgrades.

Dice System

Players roll dice to determine combat outcomes and whether an upgrade attempt succeeds.

Time Pressure System

The game features a 7-day countdown.

Players must defeat the Demon Lord before time runs out.。

Design Problem

Balancing Economy

From playtesting results, we found that some Market cards and Enemy cards needed to be reworked. The pricing of certain Market cards, and the effects of others were revised to provide a similar cost/benefit ratio to all others. From playtesting results, there were multiple cards that completely turned the tides in combat, while being easily accessible due to the funds (3 gold) provided at the beginning of the game. This made progression and upgrading too easy and the demon lord battle would be over without much worry. We altered the amount of gold obtained at the beginning (from 3 to 2), but found more issues with that. Beginning with less gold meant that some of the cards that seemed balanced before, now seem to cost an absurd amount that was not worth the cost; these cards have been adjusted as well.

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Co-operative Combat Revision
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One major revision to the combat system we made improved the player's quality of life for combat hexagons. Now, players can use their turn to join the fight even if they cannot reach the hexagon their teammates are on. The caveat is that the player that cannot reach the hexagon will not take any of the scrap rewards; it will be divided between those standing on the combat tile in which the fight started. This mitigates the need for players to all move to the same tiles throughout the days, which used to be the dominant strategy. Previously, playtesters would stick together and not stray too far from each other because they feared consequences of not being able to fight together and reap great rewards. Joining a teammate’s fight without receiving rewards can also become a strategy to move players closer to Market hexagons if they are a little far.

Enemy Scaling/Balancing

From playtesting results, one group was thrown into combat against a Hard difficulty enemy immediately on the first day. They were lucky and managed to defeat the enemy, but only because they all fought together and got lucky dice rolls. While this could mean players had a chance to reap great rewards off the bat, the chances to win were far too slim, the chances to get a Hard difficulty enemy at the beginning were far too high and the outcome affected the player’s progression too much. To remove this feature, we set rules on what difficulty the enemies would be, determined by the current day on the counter. On days 1-2, the enemies will be on easy difficulty; days 3-4 had medium difficulty enemies and enemies on days 5-7 were solely on hard difficulty.

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Playtest & Design Gallery

Video Walk Through

© 2026 By Shixuan Chen.

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