Skip to Content

First Play Testing Debrief For Nevera Wars

1 reply [Last post]
danielbishop56
Offline
Joined: 12/29/2013

First play-testing debrief of my card game Nevera Wars. This time focused on rhythm and tempo...

"More feedback came that because the players were able to complete their turn's actions in any order it kept a good rhythm to the play. Possibly because they were not having to revisit a guide to remind themselves what order they should be doing things in, but it also kept the turn more free flowing and personal."

http://www.tigercrabstudios.com/2017/02/play-testing-nevera-wars-1-rhyth...

danielbishop56
Offline
Joined: 12/29/2013
Second play-testing debrief

Second play-testing debrief of my card game Nevera Wars. This time focused on learning curve (with time-lapse video)...

"My goal is for my game to be quick to learn mechanically, but have the potential for a lot of depth and strategy that players can spend a longer time learning and becoming an expert with. This curve is easier to implement in video games as there can be a tutorial, signposts and carefully calibrated difficulty curves. The program itself can also do a lot of the math in the background so the player can focus on the play. But with physical games there is much more responsibility on the player to engage with and absorb the mechanics and rules."

http://www.tigercrabstudios.com/2017/03/play-testing-nevera-wars-2-learn...

Syndicate content


forum | by Dr. Radut