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Week Five Progress

Goals:

-test out point system

-board modifications

-find more art pieces to use


What I accomplished:


I redesigned my board and updated it based off last weeks brain session. There was nothing major happening, but I rearranged rooms, figured out different things that happened on the board, and also design different game activities.



There were some that were not working the way I wanted them to in testing, or people were not using them. So, I tried to incentivize people by making the perks a little more fun.



I playtested it with a new person which was really helpful. So far, I'd only been testing it with people who have seen it before. I tried to do a limited reputation chip system and I didn't love it. So, I went back to what I had.


The new board layout:




I also found some other artworks to include in the game.



Feedback:

The board design is now closer to what the final is. Adding things that happen in the hallway space definitely made the game feel like it was picking up pace.


The new room activities were also nice. I still have to rearrange the turn summary since it's not intuitive, but I think the changes I made are effective.


I think my point system is fine, I do need to make it more difficult to gain reputation cards.


The Main Feedback I Got/Observations:

-Greed was popular bc of the gambling.

-Reduce amount of safe spaces in the main room

-Add more engagement (esp if characters are on the same space)

-Character actions are too specific

-Maybe add an ability with the token

-Boon options --> everyone has to go to the same room

(this was another suggestion last week - I'm thinking of adding more all player consequences)

-Really wanted more opportunity for player/player interaction


Could open up possibility for a peasant character --> this would introduce more player on player sabotage.


The point system is fine, I think it's just a matter of figuring out how many cards I need to have that penalize/help you.


What was expected/did I learn:

This round of playtesting was extremely helpful because it was a new set of eyes. That being said it was interesting because usually my questions are more open because I'd like to have conversations with people. I got some conflicting feedback: wanting to be more but also it was too much. So, I definitely need to guide conversations a little better because at times it felt like it go deviated.


It was surprisingly difficult to find art about specific aristocracy members for character cards. I may have to revert to picking bits and pieces of people's stories and making people up.

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