Sunday, October 13, 2013

After the play test...


  That was totally great time with my friends! They give me valuable feedbacks for improving my PnP game! I have several students in CA major and they are all female.
I think my theme and game style are attract female then male. About 80% of them said the game was too passive. They liked details but some of them expected more dynamic mechanics.

Here is my Exit Question list;

How many time you played? Once? Twice?
Once. Most people play once. Whole game designed at least 2 phases, because double champion will be the winner of the game, but they did not understand the rule correctly. After I explain it, they realized the rule.
= Make sure the important rule should be more dominant part of my rulebook.

Do you want to play it again?
Fortunately, they want to do this game again! They like the game because not much complicated and not too long.

Do you understand how the play? Rules?
Not completely. They did understand almost of the rules, like 70%, but they could not play good enough at the beginning. They could not start the game because they confused about the game setting.
How I put the grids on the board?
Are there extra grids for every player?
Who goes first?
What should I first?
 Mostly, they did not understand the setting part of rulebook.

If you understand the rules, can you play it easily? If you don’t understand the rules, what is the most confusing part? Turn order?
Sadly, no one figure it out until I explain. One of my friends played it completely different way. She took all of the grids and put on the side of board and picked it up and placed on the board. It is also nice way to building a route, but it is not my intension…

How do you think the level of game? Super easy? Easy? Normal? Hard? Confuse?
The people who did not understand the rules said it is normal level because they could not understand the rule easily. Rest of people said easy but agreed with the others’ opinion. They also said the game mechanic is pretty simple and easy.

Which element do you think fun? Shark? Whirlpool? Reef? Or Wave direction?
They trilled when they flipping the grid. The most popular one is Red Shark trap and whirlpool trap. They said the first one is horrible and second one is annoying.

Do you feel the game is fair?
In this game, grid order decides everything. So, they felt helpless because player’s decision did not much affect on the game. I think player still have to make decision like moving or replacing the grid and this decision brings a critical affects to the entire game.

This game theme is surfing; do you think it is suitable with the game style?
They did not realize the theme because the prototype game has very minimalized illustration.

Do you have any suggestion? Advice?
The most critical problem is the player who reaches the final gird, right before the goal piece, did not know what to do. The directional arrow on the gird does not connect the path correctly, so that makes the player confuses. Also no one interrupt the player’s way, so literally the player who reaches the grid located on right before the goal gird will be a winner automatically even if the player did not reach the goal yet.
And another problem is each player has her own boundaries. The player did not have to interrupt other player’s path and did not have to go further than 4 girds. This problem makes the game really flat and boring.

 So, following suggestion of my friend; reversing the start point.
Goal point will be the start point, and the start point will be the goal point. This is very simple and effective way to fix the problem. Additionally, in the start point, all player must start on the same point, each player choose the direction randomly and play. The direction should be opposite way from the destination, so it helps to use more space of game board.
 Also, one more suggestion is point system.
To solve the boundary problem, all of player must collect several points before reach the goal. It is nice way to lead the player goes further than 4 grids.