WEEK SEVEN DEVLOG


This week we got to lay down the ground work for our game Gotta GO (yay it won) and just throw around ideas. In chapter eleven, in the section that talks about internal play tests  where as a game designer if a question comes up, we should be able to answer it. When my group and I played a few practice rounds we threw around ideas of what mechanics make sense.  Then when Dr. S sat down with us arising questions of how things are going to work, how to make this more than just a reskin of Uno… the ideas started forming of having a bluffing system. That really changed up the game (literally.) now we are prototyping the game with this idea.

Still in Chapter eleven, the text talks about setting up the scene of play testing to new players. I believe on Tuesday of next week we will do this. Even though i am not our groups play test lead, but as a part of the team I want our new players first impression during the introduction to be fun and not be overwhelmed by the rules. We are making the rules very straight forward and really want our cards to do the talking, since the cards will have some sort of instruction on it of what to do. Really capitalizing on having fun b.s ing with one another.

I found the section from chapter 10 talking about “trade offs”, when Dr. S picked our brains on us expanding on the idea of bringing bluffing into Gotta Go, the ideas of increasing tension by having opportunities to trade cards ( willingly and unwillingly) from other players adds to the drama. But most importantly it adds to the strategy of how to win. Instead of making the game a luck based one, this makes it much more interesting for the players. Can’t wait to see how this plays out further.

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