Devlog 5


When I was game-testing the board game, Beamer, I noticed a lot of content they could have added to the board and for the players. "Testing: The process of planning, organizing, running, and documenting playtests of the game’s prototypes." - Macklin and Sharp - Chapter 8: Collaboration and Teamwork. Notably more items for the players, the players on the runner side were severely weak without items but the attackers were very strong with their weapons. If there were more players on the runner side it wouldn't need more items for the runners, but since it was a 2v2 of runners and attackers. The runners would need that extra help through items. "Evaluate: Review the results of the playtest to better understand and strengthen the game’s design." - Macklin and Sharp - Chapter 5: The Iterative Game Design Process. Some examples of items they could add based on team balancing could be items that give extra armor, more movement when rolling, and traps that slow down the attackers. Another idea I had for their game is different perks and classes for the runners and maybe the attackers. Other than the well-crafted game I tested, I noticed certain strategies for the game in class we played yesterday called Sushi Go. One strategy I was trying to use was the pudding subtraction strategy, I was being risky and banking on the -6 for the person who wasn't collecting pudding while gaining the +6 at the end of the game. Another idea I had was the tempura chopstick combo where when I get a chopstick card I use the two tempura cards to gain free +5 points off the bat. I was thinking of using the sashimi but it was far too risky since I noticed throughout all the decks rotating that there wasn't enough to create a match. "More modern ordinal games are notable for their redesigns of the classic playing card deck. Uno (1971) trades royal suits and symbols for a restrained color spectrum (yellow, blue, red, green), a more limited numeric run (0–9), and custom cards that control sequence or card draw (e.g., ‘Skip’ and ‘Draw Two’). Phase 10 (1982) adopts Uno’s colors, but being a modern rummy variant, uses the standard playing card sequence (1–12) along with ‘Skip’ and ‘Wild’ cards. Skip-Bo (1967) is simpler still, using non-suited numerals and a ‘Skip-Bo’ wild card to construct card sequences from one to twelve." - Nathan Altice -The Playing Card Platform.

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