Devlog 7


This week in class we centered around prototyping and building a card game with the theme of traveling. Our team decided to make our game about billionaires traveling to expensive locations around the world. The catch is that in order to win you need to visit all of the locations to claim your victory. However, this idea was not easy to come by. Our team built our entire prototype and began playing on Thursday. Unfortunately for us we came to the realization too late that it had to be a shedding card game. A shedding game is where your goal is to play as many cards as possible to try and win. So, with our new shedding Idea the hardest part for us was to create new card types to try and help or screw another player over. This is honestly my favorite part of creating a game is getting to experiment with different types of card abelites to see what matches the game. “Playtesting can reveal cracks in the design that players can exploit to their own advantage” (Chapter 11). This quote from Macklin and Sharpe really stood out to me because playtesting is the most crucial part in making a game, getting feedback from other people to see what works and what doesn’t is perfect in trying to form a balanced game. “Playtesting with new players will often shed light on the game that can be exploited in unexpected ways to a player’s advantage.” (Chapter 11). This quote shows just how effective showing and explaining our new game to classmates can be. Getting a fresh set of eyes on the game will help us with any exploits or problems we may have. “Art and playable prototypes might open up to also include friends and family.” (Chapter 11). We found that adding some art to our prototypes made our players more interested into the game immediately.

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