A New Beginning- Devlog 11
In class on Thursday, November 3rd we displayed our game to the class and how it is played. While playing the game in its full form with our finalized deck we were able to fully see how the game worked. After everything we were able to see that our game played out very smoothly and well. The feedback from our class told us that our game looked very well and it seemed balanced and finalized. I heard nothing but great comments about my game, which told me that our game was very well made. Everybody was able to understand everything right away and the rules were said to be simple and understandable enough to get right when playing for the first time. The one thing I would say that people had trouble with was just remembering what the cards meant, for example, the summoning spell, some people had to go back and check to see what that card did, but after a few tries around they were able to remember and keep playing the game very easily. Other than that I think people thought it was very enjoyable and simple enough to be fun to play. Since we didn't have the class all play I wasn't able to see people try to develop strategies for the game, but during the playtesting on Tuesday, yes I did notice people were trying to strategize for themself to win. In the writing by James Ernest, he said "think about your game from the perspective of a new player." and that is exactly what we did when writing the rules. Writing the rules we made sure to make it straight to the point, simple and organized, so a single read-through can make it easily understandable for the player to get straight to playing. One thing that I believe could have been improved was the format, as Ernest stated, "Rulebooks can have many formats..." This showed me that for the rulebook we should have put an emphasis on this because I think we may have gone a bit unformatted compared to the structure he mentioned in the writing. Sections 1-10 as he stated were not exactly how we did it, and that may have made our rules just a bit unorganized. Other than that though, I believe our game was pretty effective and worked very well in mechanics, structure, and most of all importantly the fun-ness. I know that's not a word but wheres is the fun in not making up your own word? Especially making up a word that everyone will know exactly what you mean. Like I bet you know exactly what I'm talking about when I say "WE HAVE THE FUNNEST GAME IN THE CLASS." End of story. Thanks for tuning in, come back next week for another devlog by..... (drumroll please)....... ALEX FILMS! *bows*
Alex Films
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