Sunday, June 5, 2016

Design Review #2

Version reviewed
  • Simple Math puzzle rules ('neighbours decrease') with artefact soil 'skin' (instead of full cube)
  • I played mostly on iPhone 4s  at various moment of the day
  • 3 persons played the game (2 adults ; 1 kid ; soft playtest ; first impressions)




Playtest Observations
  • I explained the game to people : "you're an archeologist, remove the dirt to uncover an old artefact". Here's what i observed:
    • Everyone understand the goal and are interested to try.
    • Everyone understand the controls quickly (remove and rotate) ; they 'feels right' on a touch device.
    • the game has a certain appeal at first, the promise of discovery and the 'toy-like' feeling is engaging.
    • People expect to have to carefully remove the soil ("remove the soil without destroying the artefact?")
    • People don't understand the math rules right away (i need to explain them)
    • The game is not challenging: No clear 'lose' rule ("how can i die?"), No tactic to develop ("dig everywhere and you win").
    • People expect to find an old artefact but they find a 'fragment' (part of an artefact) and are  confused.

Design comments

  • The fantasy (archeologist carefully removing dirt around an artefact) and the gameplay are not aligned.
  • The 'toy-like' feeling of the cube-graphism is appealing and the controls are simple enough to feel natural.
  • The size of the puzzle is great. It feels like a good average, it could be bigger (harder) or smaller (easier)

Next Steps
  • Design new rules to align the fantasy and the gameplay. 
  • Create a small artefact (player should discover an artefact the first time they play)



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