For this part, the students need to use various methods, such as conducting playtest responses, observations, interviews and surveys by questionnaire to collect primary data for their study. All evidence to support data collection is to be organized well.
Students are to:
Select and justify suitable primary research methods relevant to the study.
Carry out the research and collect data.
During weekly tutorials, students must present their progress through Tabletop Sim gameplay sessions. Every student would be expected to record and note the feedback from the facilitator by written for as posts in their blog or vlog posts embedded in their blogs.
Play Test Data Summary
The playtest data provided highlights critical areas for improvement and refinement across gameplay, design, and overall user experience. Feedback shows that while the game is engaging and combines elements of different games, it requires initial clarification through tutorials and examples to help new players grasp the strategic use of power cards. Design-related suggestions focus on improving the card's usability, including reducing the size, adding textured finishes, and redesigning symbols for better recognition and alignment with their functions. Aesthetic enhancements such as colorful backgrounds, larger fonts, and polished designs were also proposed to enhance visual appeal. Specific suggestions were made to make power cards and character cards more intuitive, including reversing duo-powered card colors and adding bios or quirks to character cards for engagement. Overall, the playtest results indicate that while the game is fun and strategic, introducing optional challenge decks and rules, combined with design improvements, can elevate the experience for a diverse range of players.
Play Test Data
Our first playtest involved a simple paper prototype conducted among our team members. The aim was to evaluate the foundational mechanics of the game, test the flow of gameplay, and identify any major issues in the early stages of development. Using handmade cards created from paper, we focused on testing the basic rules, interactions between different card types, and the overall feasibility of the game structure.
Added New Rules:
Quick Tutorial or Examples to Clarify Rules:
Many players found the initial gameplay hard to understand, especially regarding the use of power cards. To address this, a quick tutorial or visual guide can be added to the rulebook or game box. This tutorial would include examples of card interactions and how power cards influence gameplay.
Benefit: Speeds up the learning curve for new players and enhances accessibility.
Example Scenarios for Power Card Usage:
Provide detailed scenarios in the instructions to explain how power cards can be strategically used. For instance:
"Using a Sabotage card to replace a card from another player’s set."
"How the Exchange card impacts other players' hands."
Benefit: Players gain a better understanding of advanced strategies, leading to a richer gameplay experience.
Design Changes:
Reduce Card Size:
Feedback indicates that the current card size is too large, making it cumbersome to handle and shuffle. Reducing the card dimensions to a more standard size will improve usability.
Benefit: Easier handling for players of all ages and better shuffle-ability.
Change Card Shape to Rounded Edges:
Sharp edges can feel uncomfortable and make cards prone to wear and tear. Switching to rounded edges ensures durability and a better tactile experience.
Benefit: Increases card longevity and improves the overall user experience.
Wording and Icon Changes:
Enlarge Power Card Symbols:
Many players struggled to identify power card symbols during gameplay due to their small size. Enlarging these symbols would make them more recognizable.
Benefit: Speeds up gameplay by reducing confusion and visual strain.
For our second playtest, we conducted three rounds of gameplay with an emphasis on evaluating the revised rules and testing the adjusted mechanics of the power cards. This stage of testing involved a broader range of scenarios and interactions, enabling us to observe how the game played out under different strategies and player behaviors. Each round was designed to uncover specific challenges and validate the changes we implemented after the first playtest.
Added New Rules:
Introduce a Turn Time Limit:
For games with more than 4 players, gameplay can feel slow. Implement a rule that each player has a maximum of 1 minute to complete their turn. This could be tracked using a small hourglass or a mobile timer.
Benefit: Keeps the pace engaging and minimizes downtime between turns.
Design Changes:
Improved Card Finish:
Players reported that the cards feel slippery and difficult to shuffle. Switching to a textured or matte finish improves grip and shuffle-ability.
Benefit: Enhances the physical interaction with the cards, making them easier to use.
Favour Card Symbol Update:
The Favour card currently has a symbol and name mismatch. Update the symbol to better reflect the card’s function, such as a handshake icon to symbolize exchanging hands with another player.
Benefit: Reduces confusion and makes the card’s effect immediately clear.
Wording and Icon Changes:
Add Instructions or Icons for Power Cards:
Cards like Exchange and Sabotage can be confusing for new players. Include concise instructions or intuitive icons on the cards. For example:
Exchange: A swap icon.
Sabotage: A breaking chain symbol.
Benefit: Simplifies onboarding for new players and reduces the reliance on the rulebook during gameplay.
For our third playtest, we expanded our testing circle by introducing the game to fellow members of the VorteXR Club. This marked the first time the game was played by individuals outside our core design team, providing us with fresh perspectives and unbiased feedback. The goal of this playtest was to observe how new players interacted with the game, identify any lingering pain points, and evaluate the effectiveness of the changes implemented after the second playtest.
Added New Rules:
One Power Card Per Round:
The rule limiting players to using one power card per round worked well and created a balanced pacing for the game. Players enjoyed the added layer of strategy this rule introduced.
Adjusted Reverse Card Usage:
Based on player feedback, we refined the Reverse card’s rule so that it changes the direction of gameplay only after the player has completed their turn. This minimized disruptions and made the flow of turns smoother.
Partial Set Display Strategy:
Players were encouraged to utilize the partial set display rule (introduced in earlier playtests) to bluff or mislead opponents. The VorteXR Club members confirmed that this added a compelling psychological aspect to the gameplay.
Design Changes:
Card Handling:
While the rounded edges and reduced size improved usability, players suggested a textured or matte finish for better grip and shuffle-ability. This feedback highlighted the need for higher-quality materials in the final version.
Sabotage Card Symbol:
The devil icon used for the Sabotage card was deemed too dramatic and inconsistent with the game’s humorous tone. Players recommended a lighter, more playful symbol that aligns with the game’s aesthetic.
Power Card Design Improvements:
The enlarged symbols and added icons on power cards were well-received, making them easier to identify during gameplay. Players appreciated this improvement but suggested further refinement of the Sabotage and Exchange card designs for clarity and consistency.
Wording and Icon Changes:
Power Card Explanations:
Some players still found certain power card effects (like Exchange) slightly confusing. They suggested adding quick-reference cards or including concise examples in the rulebook to further clarify actions.
Simplified Instructions:
Feedback indicated that the rulebook could benefit from more streamlined language and a section dedicated to example scenarios for new players, such as a step-by-step breakdown of a turn using power cards.
Visual Refinements:
Icons for power cards like Reverse, Sabotage, and Favour were well-received, but there was a request for more consistent styling to align with the overall theme of the game. For example:
Reverse: A circular arrow icon could include a playful twist, such as colorful arrows.
Sabotage: Replace the devil symbol with something lighter, like a broken chain or mischievous smiley face.
For our fourth playtest, we implemented the changes derived from the feedback gathered during Playtest 3 and tested the game with some of our family members. This session marked an important step in our testing process as it allowed us to observe how the game performed with a new demographic—players who were entirely unfamiliar with its development and gameplay mechanics. Unlike previous playtests, which involved team members and close peers, this round gave us the chance to see how the game resonated with casual players from diverse age groups and gaming experiences.
Added New Rules:
Character Abilities Explanation:
Allow players to reference a brief explanation of character abilities during gameplay. For instance, provide a small booklet or card describing each character’s role.
Benefit: Enhances engagement and strategic planning.
Design Changes:
Add Fun Facts on Character Cards:
Include quirky bios or fun facts about each character. For example:
"The Gossip Aunty: Known for spreading the juiciest rumors in town."
Benefit: Adds humor and personality, making the game more memorable.
Wording and Icon Changes:
Increase Font Size:
Players reported difficulty reading the small text on some cards. Increase the font size for clarity.
Benefit: Improves accessibility for players of all ages.
For our fifth playtest, we decided to take the game out of familiar settings and into a semi-public environment. We went to the Student Life Center, a vibrant and dynamic space, to test the game with one of our friends who had no prior exposure to the game. This playtest was particularly significant because it allowed us to observe how a completely new player, with no insider knowledge, would approach the game, interact with its mechanics, and interpret the rules. .
Accessibility for New Players:
The quick-reference cards were highly effective in helping our friend understand the power card mechanics without needing to consult the full rulebook. This validated their importance for new players, especially in casual settings.
However, while the updated rulebook was clearer, our friend suggested the addition of a visual flowchart to better illustrate the sequence of play, indicating that further simplifications could improve accessibility.
Environment Impact:
Testing the game in the lively and slightly noisy Student Life Center provided valuable insights into how it performs in a casual, real-world environment. Despite the distractions, the enlarged icons and symbols on the power cards were easy to recognize and helped maintain gameplay flow.
This setting confirmed that the game is well-suited for social and group environments but highlighted the need for visual clarity in all game elements.
Power Card Mechanics:
The one-power-card-per-round limitation was praised for adding balance and encouraging strategic decision-making. Our friend noted that this rule made gameplay feel fair and competitive without being overwhelming.
Duo-powered cards, with their reversed colors and toggle icons, were intuitive and easy to use. This confirmed that the design improvements made after earlier playtests were successful.
Card Handling and Quality:
The matte-finished cards received positive feedback for their improved handling and shuffle-ability, which enhanced the overall tactile experience. This validated our choice of materials for future iterations.
Aesthetic and Symbol Design:
The updated Sabotage card symbol (broken chain icon) was well-received, with our friend finding it clear and fitting with the game’s lighthearted tone. This confirmed that our aesthetic changes aligned well with the overall theme.
Engagement and Interaction:
The gameplay encouraged lively discussions and strategic planning, particularly when it came to using power cards. This demonstrated that the game is engaging and fosters interaction, which is key for a social card game.
Rulebook Improvements:
While much improved, the rulebook could benefit from additional visual aids, such as a step-by-step flowchart or example scenarios. This would make it even easier for first-time players to grasp the rules quickly.
Play Environment:
Testing in a more casual and open setting confirmed that the game can adapt well to different environments. However, it also reinforced the importance of making all game components as intuitive as possible for players who may not have the luxury of focusing entirely on the game.
Playtest 6 highlighted the success of recent visual and gameplay adjustments, particularly the improved duo-powered cards and thematic character cards, which significantly enhanced player engagement. The visuals received great comments from Dr Charles and also our play test users.
Key Observations
Rule Adjustments:
The newly introduced "exchange two cards" rule received mixed feedback. Some players appreciated the added strategic depth, while others found it slightly disruptive to their long-term strategies.
A few players struggled to remember the conditions for activating duo-powered cards, indicating a need for clearer in-game reminders or visual cues.
Card Usability:
The updated duo-powered cards with motifed backgrounds were well-received. Players found them easier to identify during gameplay, reducing confusion and improving the flow of turns.
Some feedback suggested the icons for duo-powered cards could be slightly larger for better visibility in fast-paced scenarios.
Gameplay Balance:
The new adjustments to power card quantities (e.g., increasing "Take That" cards) led to more frequent interaction and competition between players. This increased engagement but also made some rounds feel overly chaotic for newer players.
Aesthetic Appeal:
Players praised the consistency and clarity of the designs. The floral motifs and color-coded card categories were particularly appreciated for their cultural charm and usability.
Some players mentioned that the kuih illustrations were delightful but suggested more intricate details to make the cards feel even more premium.
Player Engagement:
The addition of the "Hungry Amoi" and other character cards enhanced the thematic appeal and added humor to the game, keeping players engaged and entertained throughout.
Comments
Rule Clarifications:
Consider adding a quick-reference guide or a simplified rule card for new players to quickly grasp the conditions for activating duo-powered cards and using power cards effectively.
Icon and Text Adjustments:
Slightly enlarge the action icons and numbers on duo-powered cards to ensure they remain clearly visible, especially in dim lighting or fast-paced play.
Gameplay Tuning:
Reevaluate the balance of power cards to ensure that rounds remain engaging without becoming overly chaotic, particularly for players new to the game.
Design Enhancements:
While the current card designs are visually appealing, consider adding finer details or textures to the kuih illustrations to elevate their premium feel.
Player Accessibility:
Incorporate tutorial rounds or a short demonstration video in the rulebook or as a QR code on the box to make it easier for new players to get started.
Playtest 7 is the final playtest we conducted using our full stack of materials printed out such as box packaging , rule sheet and matte glossy paper. The final playtest proved to be a successful one before our final presentation.
Key Observations
Appealing Visuals
The color reflected very well on the matte glossy paper and the packaging size is just right as well. The rule sheet has colors that stood out vibrantly which matches the overall theme of the game.
Product Pictures
The final outcome of the card is suitable to take product pictures to feature in our e -portfolio.
Card Distribution
Based on the feedbacks given per game testing play, here is an overview of the card distribution.
Reverse x13 (Red cards): A relatively high number of Reverse cards, suggesting this card's frequent use for strategic gameplay by altering the turn order.
Skip Everyone x7 (Orange cards): A mid-level quantity, designed to affect all players simultaneously, creating a unique dynamic.
Exchange x10 (Yellow cards): Allows players to swap cards, encouraging interaction between players.
Take That x10 (Yellow cards): Introduces direct interference with opponents, adding tension and competition.
Skip Next x3 (Green cards): A low count, possibly due to its strong impact on gameplay by targeting a specific player.
Sabotage x3 (Green cards): Limited in number to maintain balance, as its function is likely disruptive.
Favour x2 (Purple cards): The rarest card type, implying its powerful effect or high strategic importance.
The distribution shows a deliberate balance between frequently used cards (e.g., Reverse, Exchange) and rare but impactful cards (e.g., Sabotage, Favour). This ensures players encounter a mix of common and rare scenarios, keeping the gameplay dynamic.
Design Process
Below documents the full process of how we designed the card - including back view , front view , packaging and rule sheet. Many changes were made along the way. This iterative design process ensured that every aspect of the game, from the cards themselves to the packaging and rule sheet, was polished and optimized for a seamless, engaging player experience. Each change was driven by feedback, ensuring the final product met both functional and aesthetic goals.
Front Card Design - First Iteration
The first iteration of the normal cards shows a creative and culturally rich design approach, with clear effort to incorporate visual elements and thematic representation. Here's an analysis of this iteration and potential areas for refinement.
Thematic Representation:
The cards creatively feature traditional Malaysian elements such as "Big Round Plate", "Kueh Kadar", and "RM Bills", adding a cultural dimension to the game.
The use of specific objects and food items enhances the game’s local identity and uniqueness.
Color Coding:
Each card type is color-coded (pink, green, purple), making it easy to differentiate between categories. This aids gameplay recognition and clarity.
Symbol Placement:
Numerical values and symbols are placed prominently at the top-left and bottom-right corners, ensuring they are visible regardless of how the cards are held.
Illustrative Artwork:
The illustrations of the items are simple yet detailed enough to convey the theme effectively. The art style is approachable and matches the lighthearted tone of the game.
Cultural Labels:
The use of labels like "Coin," "Strings," and "Myriad" paired with their colloquial counterparts (e.g., "Big Round Plate," "Kueh Kadar") makes the game accessible and relatable to both local and non-local audiences.
Front Card Design - Second Iteration ( Nyonya Plate )
The second iteration of the cards shows significant advancements, particularly with the Nyonya plate design expanding into three distinct colors and the addition of a border with a white middle. These changes bring a new level of vibrancy, clarity, and cohesion to the cards, enhancing both their functionality and aesthetic appeal.
The updated duo-powered card design introduces a subtle yet distinct patterned background, making them easily distinguishable from regular cards while maintaining a cohesive visual theme. The light pink floral motif complements the game’s cultural aesthetic, while the retained Nyonya plate colors ensure consistency with the standard cards.
Normal Cards
Expanded Nyonya Plate Colors:
The plates now come in three distinct colors (pink, yellow, and green), adding visual variety and aiding differentiation between card types.
Border with White Middle:
The new border design features subtle patterns and a clean white center, creating a polished frame that highlights the plate illustrations while improving readability.
Simplified Layout:
Descriptive labels like "Big Round Plate" were removed, streamlining the design and keeping the focus on the artwork and numerical values.
Prominent Numbers:
Numerical values are placed in all four corners for easy visibility, regardless of how the card is held.
Cultural Consistency:
The use of intricate plate designs and subtle patterns reflects the cultural theme, adding depth and authenticity.
Duo-Powered Cards
Patterned Background:
A light pink floral motif distinguishes duo-powered cards from normal ones, ensuring players can quickly identify their dual functionality.
Dual Function Icons:
Icons like a hand symbol or action indicators represent the card’s power abilities, while the numbers maintain their role as part of normal sets, clarifying the card’s dual purpose.
Retained Nyonya Plate Colors:
The three plate color variants (pink, yellow, and green) are consistent with the normal cards, ensuring cohesion while adding functionality.
Improved Visibility:
The patterned background enhances contrast with the card’s icons and numbers, balancing clarity and thematic richness.
Strategic Usability:
The distinct background and icons allow players to immediately recognize the card’s special role, improving gameplay flow and strategy development.
Front Card Design - Second Iteration ( Dollar Bills )
For the second iteration of the dollar bill cards, the design was significantly enhanced by introducing three distinct variations to visually represent different values of money. The progression in the illustrations adds clarity and depth to the cards, improving their functionality and thematic representation.
For the duo card featuring the RM Bills, we introduced a motif-patterned background, similar to the Nyonya plate duo card, but opted for a purple theme to maintain consistency with the RM Bills' color scheme. This update not only aligns with the overall aesthetic of the duo cards but also enhances functionality by distinguishing duo cards from standard cards.
Expanded Designs for Normal Cards:
The normal cards feature three distinct illustrations representing increasing values:
Two loose bills for the lowest value.
One stack of bills for the mid-range value.
Two stacks of bills for the highest value.
This progression ensures clear and intuitive value representation during gameplay.
Motifed Background for Duo Cards:
Duo cards are enhanced with a purple floral motif background, distinguishing them from normal cards and visually communicating their dual functionality.
The background ties in with the cultural theme of the game while maintaining a cohesive design across the deck.
Consistent Color Scheme:
Both normal and duo cards feature a cohesive purple color theme, aligning with the RM Bill concept and enhancing the visual identity of this card category.
Enhanced Visual Appeal:
The clean white center of the normal cards highlights the illustrations, while the duo cards’ patterned background adds depth and richness without overpowering the design.
Subtle floral borders on both card types further unify the aesthetic and contribute to the cultural storytelling.
Dual Function Icons on Duo Cards:
Duo cards include clear icons to indicate their dual abilities, ensuring players can quickly identify and strategize their use.
The numerical values remain consistent across both card types, preserving clarity and usability.
Cultural and Functional Relevance:
The RM Bills design resonates with the local context, while the progression of bill stacks and motifed backgrounds adds a layer of sophistication and cultural authenticity.
Numerical Visibility:
Numbers are prominently placed in all four corners for both normal and duo cards, ensuring readability from any angle.
Front Card Design - Second Iteration ( Kuih )
For the second iteration of kuih cards , we expanded into 3 common kuih found among the Nyonya community which is the kueh dadar , kuih lapis and pulut taitai. The inclusion of multiple types of kuih adds richness to the card designs and keeps the gameplay visually engaging. Featuring well-loved traditional snacks enhances the cultural narrative of the game
The updated duo-powered kuih cards feature the same beautifully illustrated Kuih Dadar, Kuih Lapis, and Pulut Tai Tai as the normal cards, now enhanced with a motif-patterned green background to distinguish their dual functionality.
Kuih Normal Cards
Expanded Variety of Kuih:
Introduced three distinct types of traditional kuih:
Kuih Dadar (1 value): A pandan-flavored crepe filled with sweet coconut.
Kuih Lapis (2 value): A colorful layered kuih in red, green, and white.
Pulut Tai Tai (3 value): A glutinous rice kuih with blue butterfly pea flower swirls, served with kaya.
Cultural Significance:
Each kuih reflects traditional Malaysian delicacies, adding a layer of authenticity and cultural depth to the game.
Simple and Clean Layout:
White background with a subtle green floral border that frames the kuih illustrations, ensuring focus and readability.
Prominent Numerical Indicators:
Numbers are displayed in all four corners for easy identification, regardless of card orientation.
Consistent Aesthetic:
A cohesive green color theme ties all the kuih cards together, aligning with the cultural and thematic identity of the game.
Kuih Duo-Powered Cards
Motif-Patterned Background:
A subtle, light green floral motif background distinguishes the duo-powered cards from the normal ones while maintaining thematic consistency.
Dual Functionality Icons:
Action icons such as hand (favor) and swap arrows (exchange) clearly indicate the power card abilities, enhancing gameplay clarity.
Enhanced Cultural Aesthetic:
Retained the same kuih illustrations (Kuih Dadar, Kuih Lapis, Pulut Tai Tai) to maintain visual consistency and thematic continuity with the normal cards.
Layered Design for Visual Hierarchy:
The patterned background and action icons are balanced to emphasize both the kuih illustration and the dual functionality of the card.
Strategic Gameplay Design:
The distinct motif background and clear action icons make these cards easily recognizable, helping players strategize their moves effectively.
Character Cards
The first draft of the character cards introduces playful and expressive designs, each showcasing distinct personalities through exaggerated facial expressions and humorous Malaysian cultural elements. Featuring characters like the kuih enthusiast ("More kuih plz..."), the modest "rich" character ("I’m not rich lah..."), and the sly gossip ("Gossiplah..."), these sketches use speech bubbles, local slang, and simple icons to reinforce their traits. The minimalist line art emphasizes charm and humor, providing a solid foundation for integrating unique roles or abilities into gameplay. To enhance the designs, future iterations could explore detailed features, cultural motifs, and vibrant colors to bring the characters to life and align them with the game’s thematic depth.
The second iteration of the character cards brings polished, vibrant, and playful designs to life, enhancing the personalities of each character. The Hungry Amoi is depicted as a cheerful girl in a pink floral outfit, radiating joy with hearts and sparkles as she holds a plate of kuih, emphasizing her indulgent nature. The Rich Uncle maintains his humorous modesty with a smug expression, holding a money bag and surrounded by gold bars, his classic green outfit adding to his cultural charm. The Gossip Aunty is shown with a sly smile, wearing a traditional kebaya, and surrounded by icons hinting at rumors, matchmaking, and finances, reflecting her mischievous and curious personality.
In this stage of development, the character card design was refined further by exploring different border styles to enhance visual appeal and usability. Three variations were tested: the first with a simple angular cut at the corners, the second featuring a bottom banner for additional text or effects, and the third with rounded borders and the character’s name prominently displayed at the top. The final design, featuring the rounded borders with the title "Hungry Amoi" at the top, was chosen for its clean and cohesive look.
Back Design - Logo + Pattern
For the back design of the cards, a fresh and vibrant look was prioritized, leading to the decision to use a yellow color palette. The chosen shades, ranging from Naples Yellow (F9DC5C) to Cream Silk (FDF8E1), provide a warm and inviting aesthetic. This gradient-like palette not only captures attention but also aligns with the cheerful and playful theme of the game. The lighter tones, such as Vanilla (FCEFB4) and Lemon Chiffon (FDF4CB), help create a subtle yet elegant background that complements the game’s overall design.
These initial variations for the card back design showcase a vibrant yellow palette combined with intricate floral motifs and the bold central text "SHIOK NIAH," creating a lively and culturally rich aesthetic. Each design explores different balances of pattern density, layout, and framing, offering unique interpretations of the desired fresh and vibrant look. The floral patterns draw inspiration from traditional Malaysian or Peranakan art, adding a touch of heritage while maintaining a modern and playful appeal.
The central focus on "SHIOK NIAH" ensures the branding remains prominent across all designs. The bold typography, paired with orange accents, enhances visibility and reinforces the energetic theme of the game. Framing styles vary across the designs, ranging from intricate scalloped or shield-like shapes to clean rectangular layouts, providing flexibility in selecting a style that best complements the game’s overall aesthetic. The color palette spans soft yellows to bright contrasts, creating depth and vibrancy, while lighter backgrounds ensure the motifs and text stand out.
We wanted a more playful font for Shiokniah and experimented with some serif edges but we felt that the playful factor is not sufficient
For version 3 , we incorporated more wave movements to the logo to enhance the playful factor
After deciding on the logo look , which is version 3 , we tested on different frames and eventually chose the circular one.
Card Box Packaging
For our box design, the main concept was to incorporate individual elements of the game and feature them in small, carefully arranged sections around the card box. This approach serves as a subtle way of providing mini spoilers about the characters and elements players can discover during the game. Each side of the box offers a glimpse into the game's world, sparking curiosity and engagement before the box is even opened.
Flower motifs were selected as the primary design element, aligning seamlessly with the floral patterns used in the card designs. These motifs not only ensure visual harmony but also reinforce the cultural and thematic essence of the game. By integrating these elements into the box design, we created a cohesive and engaging presentation that reflects the playful and culturally inspired spirit of the game while exciting players about the unique characters and details they are about to encounter.
The final box design successfully encapsulates the essence of the game, offering a vibrant and cohesive look that reflects the cultural and playful spirit of "Shiok Niah." The box design features individual game elements—such as characters, kuih, and power card motifs—strategically placed in distinct sections, giving players mini previews of what to expect in the game. These elements are arranged in a checkerboard pattern of warm yellow and orange hues, creating a visually dynamic and inviting design.
The incorporation of flower motifs aligns perfectly with the card designs, ensuring thematic consistency while adding an elegant touch to the overall aesthetic. The bold "Shiok Niah" logo is prominently displayed, reinforcing the game's branding and making the box instantly recognizable. Each side of the box tells its own story, with the inclusion of cheerful character illustrations, power symbols, and game elements that spark curiosity and anticipation.
Rule Sheet
For the rulesheet, we wanted to make it bright and cheerful to align well with the theme of the game and we selected a few main parts that we often explained to our testers in the playtest and translate them onto the rule sheet. Above shows the first version of our rulesheet with the background as baba nyonya batik motif but we found it too eye-catching and distracting hence we decided to change it to a plain orange color.
Attached below shows the final version of our rule sheet, with its front and back cover design.
Card Printing Process
We started off with paper prototypes as we wanted to test if our very initial game structure works , so we used A4 paper and cut them out one by one.
For our second version , we finally printed our design and we used this mainly for play testing. After confirming that the elements and gameplay works fine, we will move on to print on glossy paper.
We printed our finalized version on the glossy paper and ensure that all cards were well rounded.