Week 7 Progress
Goals:
-Do another round of playtesting with no-hallway variation
-3D model more pawns (figure out other details of fabrication)
-Revise cards
What I Accomplished:
This week was a really big playtesting week for me. I playtested both versions of the game
I also took out some cards, marked ones that needed to be edited, and brainstormed some editions now that I know what version of the game I was going to go with.
I didn't model any more pawns but did figure out some of the visual elements I wanted to include. I also figured out how I was going to produce the official pieces.
Here is the website where I plan to get most my stuff through: link
I also had my first mentor check-in
Feedback:
Round One Feedback (No Hallways)
-Definitely more fun with other people
-More direct player interaction
-Sin chips have more meaning/motivation for usage
-There wasn't an overhaul of chips.
-Artist/Aristocratic abilities were not utilized (will be taking away)
-Chapel still not utilized (might make a safe space)
-Need to put a cap on some abilities
-Are cards applicable to room actions?
-Need to add more incentive to use room actions
-People did respond to feeling engaged, anxious, competitive. This does align with the foreboding aspect of my game. And as always they enjoyed the cards.
Round Two Feedback (Hallways)
-Overwhelming support for the other version (Including me)
-Lot of drag with the hallways even with new spaces
-Too much of an overhaul with chips
-Token process was confusing where as in the other one it's much more straightforward
-Not as much direct player interactions
-There was stress over being able to move only x amount of spaces, where as in the other one there are things you can do to get more sin chips to move out of a space.
Mentor Check-In:
I walked Danny through my game and he asked different questions.
The big one was talking about experience and were players getting what I wanted them to get out of the game.
The new elements I'm introducing allow for a lot of that to happen. A lot of his suggestions were things I thought about or already implemented, but he gave me some more games to check out and I let him know what my next steps are.
What I Learned:
I thought I knew what the board was going to look like going in, but things change such is game design. My game is definitely stronger with these new changes that I'm going to be using. The new version of the game will require more cards, but my discussion with my mentor gave me a lot of ideas of how I could do that without being repetitive.
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