Group 12's Postmortem Unit 2

 3rd/Final Rendition

        Not only did my groups game start out with insanely positive feedback, but we luckily ended on it to. Throughout the entire development process, we never had a single person say they had a negative experience on any of our forum posts.

        Compared to the last game I made with a group, this one got significantly more positive feedback, and less edits in renditions. We actually struggled with making improvements and changes as there was nothing negative pointe out in the game, only potential dons (which we did end up adding a few).

Heres a brief summary if you haven't played our game, or read any of the other blog posts. First, ill list out our original requirements

-Age range: 40+

-Genre 1: Horror

-Genre 2: Real Estate

        To say we got two very different game genres would be a understatement. After a lot brainstorming we figured the only game that would match these three requirements would be trivia! We based it off a haunted houses, with player trying to escape. The story would be centered around answering questions from a haunted realtor, who would give you keys to unlock doors to escape. The players would need to answer 5 to get out. Trivia was also chosen as our age range was 40+, we were hoping that this group people would be more knowledgeable and would do better in a game that was based on prior knowledge instead of reflexes.

Each player would take turns being the one asking questions and the one answering them. Each would be supplied with a question bank with 20 questions. Making the two banks if what took us the longest amount of time. The first bank had 4 multiple choice questions, while the second only had 3. This was because the first one had easier questions overall, while the second was slightly more difficult. We later resolved this issue by simply switching over some of the questions.


    Despite the game being designed to be played with physical components, it can easily be done completely online, which is exactly what all our play testers did. I think this greatly helped the positive view of our game as it didn't technically require any setup, and people could start it after reading less then 1 minutes worth of rules. We got the most replies out of any of the other games on the forums so this clearly helped us a ton.

Again, this weirdly went incredibly well with practically no issues met durring the entire development process. The most major changes we made were around simplifying the rule sheet, and removing components that didn't seem to impact gameplay at all. Primarily being the 1 minute given to answer each question. None of the players exceeded this time, so a neither a physical or digital timer seemed necessary anymore. We also added a star to the hardest question on each bank, worth double keys. Surprisingly, both these questions were asked the least amount of times, despite having the lowest odds of being answered correctly. I guess the double rewards really scarred the questioners off.

    To conclude, even though our game was made for a significantly older audience, and had quite a exotic genre, it seemed to hid very well with our classmates to due to it simplicity, ease of play, and overall just fun and entertaining questions. Neither my partner nor I said we would make any major changes if we were to do this again. The game just seemed so successful straight off the bat, and we were concerned any major changes would hurt it.


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