Nova-111 kept a bug on purpose
7 min read
By Eduardo Orellana ·
Nova-111 was a turn-based crawler until a bug let enemies move between turns. The hybrid is only good when that accident stays the point.
The pitch was an accident
Nova-111 looks, on paper, like a clever hybrid: a sci-fi dungeon where you and most enemies take turns on a grid, while some hazards never stop moving. The reasonable conclusion is that someone sat down to fuse two genres. What actually happened is duller and more useful. It began as an ordinary turn-based crawler, and a bug let an enemy walk around between turns.
They kept the bug. That is the design lesson, and it is easy to miss if you only play the finished game. A real-time bullet can kill a turn-based enemy you lured into its path. An explosive foe detonates on its own clock. Those moments are the whole reason the mash-up exists, and the finished game still under-rewards them. A hybrid that does not force you into the seam is just two games sharing a screen.
Time has always been something games play with
Bending time is one of the oldest moves in game design. Majora's Mask replays the same three days on a loop. The Talos Principle has you cooperating with a recording of your past self. Superhot freezes the world the moment you stop moving.
Nova-111 takes a stranger route. The sci-fi game is turn-based most of the time, with you and the majority of enemies stepping from one grid square to the next in order, while parts of it never stop running in real time.
Strike a gelatinous blob and a countdown appears. Fail to finish the blob before it reaches zero and it splits in two. That collision of two clocks is where the three most useful design lessons in the game come from.
Lesson one: opposed genres can hold each other up
Two systems that sound incompatible can strengthen each other, and the best moment in Nova-111 is the proof. It arrives when two enemy types share a room. Beak-faced enemies only move when you move. Stalactites ignore turns entirely and fall in real time once disturbed. Knock one loose above an enemy with no turn to spend, and it cannot step out of the way.
What meets there is not just a pair of mechanics. It is a pair of genres. Turn-based and real-time read as opposites on paper, and Nova-111 shows that a turn-based real-time game still holds together as long as each half complements the other.
The strongest interactions run across the seam. Lead a turn-based enemy into the path of a real-time bullet. Nudge another into the blast radius of an explosive enemy that detonates on its own schedule. The hybrid earns its keep when each side opens up plays the other could never set up alone.
What real-time pressure does to turn-based planning
Real-time pressure pushes you into moves you would never have planned, and that is the price of the hybrid. Turn-based play rewards looking ahead: this move now, the next two after it. Real-time play rewards reaction. The two pull at different parts of your brain.
Once the Latch pins your movement and chews through your health every few seconds, calm reading of the board stops. A bomb about to go off or a fire about to spread does the same. You move on instinct, and often land deeper among the enemies from a worse square than the one you left.
Enemy dispensers apply the pressure another way, pushing out fresh foes in real time and forcing motion at exactly the point you want to stop and think. That range lets Nova-111 swing between the measured pace of 868-Hack and something closer to the rush of Crypt of the Necrodancer.
You get to bend time as well
The hybrid does not only run in one direction. You can stop time for a few seconds and act between turns, and in a fight that lets you shove frozen enemies around and rebuild your position into something safer.
In the puzzles it stops being a luxury. Freezing time is how you slip past patrolling robots, and how you change the way moving hazards line up against grid-based movement. It works because the power is not decoration. It changes the tactical problem in front of you.
Lesson two: leave room for accidents
The most interesting thing about the design is that nobody planned it. Nova-111 began as a conventional turn-based dungeon crawler, and the genre mash-up started as a programming accident when a bug let an enemy move around between turns.
The team kept the mistake and built outward from it instead of patching it out. Funktronic Labs developer Eddie Lee has described creation as a process where designers run into "wonderful things" that change the course of a game.
That is the second lesson. Development throws off unplanned behavior constantly. Most of it deserves a fix, but a few accidents point at a better game than the one on the plan, and the skill worth building is recognising which error is really an invitation.
Knowing which experiments to cut
Staying open to accidents is not the same as keeping all of them. Enemies that ran purely in real time were built and then dropped for wrecking the balance. The ship once carried a fuel tank that drained in real time, and that went too, because it never left players enough space to sit back and think.
A few of the weaker ideas look like they survived. Blinkers leave small real-time bombs behind as they teleport, but nothing gives you a reason to fly into one. They read as leftovers from a build where a draining fuel timer kept you moving at all times.
The reason it matters is that a hybrid runs on calibrated pressure. Pile on too much real-time stress and turn-based thought becomes worthless. Ease off too far and the clever systems sit there unused.
Lesson three: the core mechanic has to carry the whole game
The biggest letdown in Nova-111 is that its best interactions stay rare and mostly unrewarded. Wiping out a turn-based enemy with another foe's real-time attack ought to be the signature pleasure of the game, and the design never pushes hard enough toward those moments.
Players usually need either a payoff or a requirement before they take the risky, entertaining line. When the safe option works, most people take the safe option. An environmental kill may be more interesting, but the game is often easy enough that it is not the better move.
No enemy here has to die to a real-time attack. Without that, you are rarely pushed into the strategies the design is proudest of, and a strong idea ends up as an option you can ignore.
A good pitch is not the same as good execution
An idea only becomes a good game once the execution carries it everywhere, and there are too many stretches where the real-time layer barely appears at all. Polarity-switching buttons and robots blocking lasers make decent puzzles, but they often sit apart from the central idea.
That is the third lesson. On paper the pitch is excellent: a turn-based game with real-time elements. The finished game does not always cash in on the part that made the pitch worth hearing, and the fastest way to learn that about your own design is to get the build running and play it.
Whether you call the idea a gimmick or the main mechanic changes nothing. If it sits at the heart of the game, it has to show up everywhere, adapting, mutating, and making players rethink how they play.
Build it in Flockbay
Describe a small grid in the Flockbay app where your piece moves on a turn and one hazard moves on its own. Ask for a room that is only solved by walking an enemy into that hazard. Play it. If you can ignore the hazard and still win, the seam is decoration.
Start from a tactical RPG template or the AI strategy game maker. One screen is enough to know whether the accident is the game.
Keep reading
- Ape Out kept the accident
- A win that feeds the next win
- A puzzle is two rules in conflict
- Try the real-time or turn-based question in your own strategy game made with AI
- Make a MOBA with AI, one lane and two heroes first
A hybrid holds up when each system changes how the other is played. Get your own build running, put your central mechanic under pressure in every part of it, and judge for yourself whether it still carries the game.
More notes on game design