Week Six Progress
Goals:
-Get to 50-60 event cards (check)
-Digitize Board (X)
-Test out a variant without hallways (check)
What I accomplished:
This week was mostly writing for me. I needed to step up on the amount of cards that I have and was able to churn out a lot.
I also added 4 more character cards.
In addition to that, I modified the token system to give people abilities. They really didn't contribute anything to game play before so this was nice.
I also tested out a version of the game that would be played by being able to choose where you go and you wouldn't need hallways.
Feedback/Integration
Some of the cards had much more dire consequences so it was cool to see people's reactions to that. I wasn't able to go through all the new ones, but it did spice up the game a little bit.
It was interesting to play a new variation of the game. Removing the hallways changed a lot how the game was played. It moved a lot quicker and it definitely becomes more strategy based. Instead of having people roll the dice, I had people pay 5 sin chips to go to a different room. In order for this to work, I need to make it easier for people to get sin chips.
It was interesting to see how it could work, but I almost felt like the frustration of having to travel to different rooms fit more with the energy of the art period and my design values.
What I Learned:
There are different ways to play the game, and it wasn't a matter of what worked because both do, but it seems more like a matter of preference. I do want to try the new variation with one more group of people before axing it.
Recent Posts
See AllI was able to go through some of my game mechanics with Danny Rankin. I was in my paper prototype phase. He recommended a couple games...
I conducted this review session over zoom. To get a sense of how the game is played, I created a virtual demo using figma which allowed...
コメント