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Checkpoint 4

This checkpoint we turn our prototype into the final game and complete the production-quality tabletop game.

Design

The first step of development was design iterations. We used Figma to quickly design and prototype potential designs to allow for easy collaboration. 

Initial Designs

InitialDesigns.png

The goal of this design was to easily identify the energy cost of the card in the upper left as to allow the user to see the energy while having all of their cards in a fan. 

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In addition, we also wanted to very clarify the type of card: ongoing or direct. This choice was a result of our playtesting with the prototype. Players could not easily determine which cards last the round or not.

Final Design

FinalDesign.png

From the initial designs, we decided to go with a monochromatic look to continue with the theme of the game. This theme supports accessibility relying on contrast rather than colors. This design also picked up a trait found in earlier designs where we included an identifier to identify which player the standard deck belonged to. (star, circle, square, triangle)

We also found that using simple SVG icons to represent the card allowed for easier identification and allowed the player to better associate the card with the card's ability.  

Development

Laminate.jpeg

Printing and laminating the cards in a 3x3 grid allowed us to quickly develop our cards while having the protection of the lamination.

The only obstacle then was having to cut out each cards individually. 

Final Result

All&Auction.jpeg
Standard.jpeg

Standard Deck (Square)

Players.jpeg

Different Players

Standard Deck and Auction

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Final with Rulebook

Final Playtesting Results

Feedback

  • Players found some aspects of the game rules confusing, particularly regarding reactive armor and the timing for shuffling hands. They needed clarification on when 'ongoing' cards ceased to be effective.

  • The combat phase, which was challenging in earlier prototypes, became more straightforward, although certain rules still needed clarifying.

  • Players suggested improvements for tracking health and gold, as the current pen-and-paper method was functional but not ideal.

  • While auction cards were seen as needing more strength, variety, and accessibility, players appreciated their design for its clarity and ease of understanding.

    • Adding logos/symbols to cards for quick identification of their type was suggested. 
  • Overall, players enjoyed the game but identified areas for refinement to enhance gameplay and understanding.​

Potential Future Improvements

  • Adding symbols to the top left of cards to signify their type (attack, defense, scaling, etc.)

  • Clarification of rules with illustrations

    • Or an example round ​

  • Better systems for keeping track of health and gold

Backstory (Twine)

Click link and download html file and open it in whichever browser you have.

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