The first playtest was conducted by members of our group, all of whom were players in our first playtest. Our first playtest was based on our first version of prototype. In the first playtest we prepared a total of 70 actions cards. In the first round of play we came up with the following 3 points:
Uneven distribution of cards
The game is too long
Imbalance in card functions
Based on the above three points, we have made changes. Firstly, regarding the length of the game we found that the original traffic jam card was responsible for extending the overall length of the game. We had a total of 4 long traffic jam cards, and the use of the traffic jam card would cause all players to pause for 2 turns and prevent them from progressing to the end. For these reasons we have decided to change the traffic jam cards from 4 to 2 and adjust their effect to a 1-turn pause for all players (except the player using the card). Next, in terms of card functionality we found that the snipper card had too much of an impact, with one snipper card being able to target two players at the same time. We therefore decided to change the function of the snipper card so that it could only be used against one of the flying vehicle players (helicopter or hot air balloon). Finally, with regard to the distribution of cards we are changing from one card per player per round to two cards per player per round.
In our second playtest, we tried out our games with Sir. Charles during our practical time and get some feedbacks from him.
Feedbacks from Sir. Charles:
Purpose of the game: Why do we need to Taylor's? What are we racing for?
Will want play again? (maybe...)
How do we gonna utilise it in tabletop simulator? any animation or effect for different vehicles? like flying effects for helicopter and hot air balloon
How can we distinguish between different vehicles except for special abilities? For example, designing the route for each vehicle
explanation on the game cards must be visible
Version 2.0
administrator
Launch of the Shop feature gives players more possibilities
scoring mode
Based on Dr. Charles feedbacks, we made a new version on improving our game mode. An adiministrator was added to the game to give our players a more exciting game experience. Stewards are chosen by the players and are responsible for chasing players to prevent them from reaching the finish line. Stewards are counted as one player and raising the level of difficulty throughout the game. The shop was introduced to provide players with the opportunity to purchase the cards they need to stop the keeper from chasing them. The shop is purchased in the form of player points, which can be earned by spinning the reels at the start point or by landing on a grid on the map with a marked score.
We made an appointment with Sir. Charles to make a third playtest after launching our 2.0 version.
After playing along with our game new version, Sir. Charles was thinking that the new version of our game (which is the admin mode gameplay) is viable. He then commented that our change to the game has really enhanced the experience and excitement of the players. He hopes to see our final prototype and feedback from other players (from other faculty) soon.
One of our member Ying hui was managed to make a playtest with her friends in their dorm. Most of her friend were from different faculty so that we have the opportunity to get feedbacks from different background players. We then conducted a survey form for them to have their feedbacks.
Google Form link: https://forms.gle/VHzCoV2dpxZr6xo38
Feedbacks from the players:
After analysing all the feedbacks from our friends, changes were made below:
Clearer storyline was also added: