Car(d) Chase Second Board Game Write Up
This blog post is an update from the previous entry; my partner and I formed the group called Evil Leprechaun Entertainment. We were given the topic of creating a simulation game for 30-40-year-olds. Are game is called Car(d) chase; it's a game about cops and robbers; your job as a criminal is to evade the cop and traffic all the way to the exit; your goal as a cop is to evade traffic and capture the criminal before he escapes.
This game is targeted at Storytellers because it's a classic Cop and Robber scenario with perks that give a little character to the characters; storytellers play games with a rich story like The Witcher and Skyrim. This game also targets Craftsman because this game is a bunch of strategic decisions to outsmart your opponent; they play games like civilization and halo wars.
At the start of this project, my group's goal was to create a cops and robbers game; we looked for reference around the internet to decide whether our version of the idea was original in its mechanics.
Once we were good we started to brainstorm how the game would work; we came up with the Character Cards pretty fast but we encountered a big wall in production; this was our main mechanic movement, and we didn't know how to implement it.
We tried two different methods: one was dice rolling but we decided that was too random of an outcome, and the other one is the three card movement system which was the one that we went with in the end; this is because it's so unique compared to the standard random dice roll. Another problem that we ran in to was our board; we had no clue on how to design the thing so we just threw a design on there for the first playtest.
The first playtest was a disaster but we ended up getting really good feedback from it; a total of 2 groups tested are game. Both groups when they read the rules and tried it out actually ended their games very quickly so they spent the leftover time telling us stuff that we should add, fix, and take away from the game to make it work as intended.
This first playtest was definitely a learning experience for my partner and I. After this feedback we got right back to work trying to make this a great game; we completely changed the board because during the first playtest every group somehow broke it when my partner and I tested many different ways.
We also decided that there should be a space on the board that benefits the players rather than harming them so we came up with the * spot which lets the player who landed on it call out a card for their next movement.
The second playtest showed some more flaws in our game design; during the playtest we saw that players didn't fully understand the rules; this in turn caused for more quick rounds. We were told that this is a fun concept and would really work but the board design is the real game killer.
The second playtest definitely told us how close we were to fixing everything; we had three groups play it and we got some good feedback and some mixed opinions. Most of the feedback this time was aimed at the rule sheet; now it was on the longer side but that wasn't the reason that people complained; they wanted a clearer rule sheet, and we were given feedback of moving the important information to the front of the rule sheet. We were also given the thought of "did you think to start the two players on separate lanes." So we got great feedback to improve the game overall.
My whole development process needs to be improved still; I don't get enough solo playtests in to really form an opinion on the game, and my main reason is because of my other classes. For this next game, I really want to have a better game before the playtest, because each time I think we have a good game it gets picked apart and then we have to work with a bunch of problems that we thought were fine.