Playtest 1 Unit 2

 Group 12's Game

    The playtest went surprisingly well. Something we quickly realized before even starting our game, was that in theory, it could be played entirely online. We only came to this conclusion when both members of group 13 could not access a printer. The only difference to gameplay was that they needed to keep tallies of how many keys they had (until they hit a total of 5). 


Our Game

    Our game was completed in under 10 minutes. There were no major flaws which was quite relieving. The two largest takeaways was that we needed both clarification and simplification of our rule sheet, and that the game was difficult for those who did not have any background in the horror genre. The first issue we quickly resolved within the hour, but for the 2nd problem we weren't sure what we could change, as we had to stick with our projects genre of "horror". We decided to combat this by removing some of the very difficult questions, and balancing the two question banks. As the question bank I created seemed to be easier then the one my partner made. To resolve this, we simply moved some question over to each others banks.


Group 13's Game

Group 13's game at heart was a mix between Battleship and Chess. The game would be played on a 20x20 graph, with each side having 4 moveable units, and a rocket ship they had to guard. Destruction of the opponent's rocket ship would result in a victory. The actual concept of the game was very good, but they had a lot of balancing and clarifying to do.

The primary issue with the game was keeping track of the opponents locations, as they intended you to mark on the grid every time a move was made. My work around for this was to simply print another board, and another set of units, to mirror every move my opponent made to more easily track it.

The other issue was that the rules on the rule sheet went against some of the facts listed on the Unit's print out sheet. It seemed that there were multiple public iterations of the rules which led to confusion.

The biggest issue I found was that the players units were able to respawn after a single turn, while killing them took anywhere from 1-5 turns. Since each player had 4 units, it became very clearly that if played by two experienced players, the game could be played indefinitely with no one able to win because of the respawn rate.


Here is what I believe to be the formal elements in Group 13's game:

Players: The game is 2 player only, with both players needing to have direct verbal communications at all times.

Objectives: To kill the opposing players rocket ship

Procedures: Each player would need to use all 4 energy (2 actions), before the turn would be given to the opponent. This process would repeat identically until a rocket ship is defeated.

Rules: Each unit had a strict number of health, movement speed, range, and damage that it was capable of doing.

Resources: the primary resource was energy, each move/attack costed 2 energy, and every turn you wold be given 4 energy to use.

Conflict: The conflict is between the 2 players. There is a given story, but to simplify, in order to win we must defeat the rocket of the opposing player.

Boundaries: the actual board was was a 20x20 grid, constraining the player to that area.

Outcome: Defeating a unit would cause it to reset and respawn at it's original starting location. While defeating a rocket ship would cause the game to end.



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