Devlog 7


When I was in class observing the standard match and the special card match, I noticed a lot of great ideas but also a lot of refinery during the matches when we put each new rule and practice into play. "The second is observe. When we observe the playtest, we’re looking for all kinds of things—body language, what players are actually doing onscreen, what they say when they are playing, how much they want to play, and in the case of our game, what players say to each other." - Macklin and Sharp Chapter 11: Playtesting Your Game. One of those being the pace of the game, we accidentally created a card game where there needs to be speed and reaction time to play it. Not only that but if someone on your team isn't keeping count then you have to recount all of the cards in your deck before you can place another card. "CONSEQUENCES: What is the result of the choice? How will it affect future choices? Now black is faced with a problem: give up the knight or the queen? It is a great move for white and will affect future choices by giving her a piece advantage." - Macklin and Sharp - Chapter 10: Decision-Making. Also, one big rule we implemented is no communication between your teammates since the game would lose its challenge and engagement if they just told the other player what card they were preparing. Because of these rules, we made the game engaging for everyone, even adding the special card during the second match made it a lot more interesting. Everyone enjoyed it and it seems like we want to add more cards for more interesting plays during the game. "Much of what happens during playtests is nonverbal—a laugh, comments during gameplay, white knuckles during a particularly difficult challenge, bored glances at a cellphone. All these are important clues in the playtest and where videotaping can be quite helpful." - Macklin and Sharp - Chapter 11: Playtesting Your Game.

Leave a comment

Log in with itch.io to leave a comment.