Entry 10


On Thursday our group demonstrated our game by having a play session in front of the class. Although our classmates were not able to play our game, we were able to see that multiple people stated how they liked how the game was more intense and had changed a good deal from what they had tested on Tuesday.  When Ernest writes about strategy he states that a strategy section of a game may reduce the fun new players have, but the people that spoke up explained that the level of strategy involved seemed fun and interesting to them. 

One of the main clarifications we had to make was how the game ends. Ernest writes that unanswered questions fit into his clarifications section and we had this question pop up the most. We had only written that the game would end when all the potion cards were gone, but after discussing we realized that we could implement a score limit to keep games from going too long. A lot of people thought that without a limit on the score, the game would get stale as it would just be who can speed-run the most potions. 

It was obvious from Tuesday that players were adopting strategies. Holding onto counter cards was a great way to keep people from stealing your potions, and we were sure to balance out the number of them before our final playtest on Thursday since it seemed slightly overpowered. The task is to gain potions but obviously as the game comes to an end it becomes a game of discarding so you do not have the cards in your hand counting against you. 

Our game was very easy to balance after a few games of play. We were able to use feedback from our classmates to make the game a bit faster and nerf a few cards that the majority thought were too common or just too good. From the feedback we got on both Tuesday and Thursday, I can confidently say that people commented on our game in a positive note, and it was fun to work on how we could make it easier to understand as well as fun and strategic. 

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