Devlog 3:Prototype & Playtest


We made some improvements based on the initial gameplay and made a prototype 

First, we set the scorecard score value to 0, -2/2, -5/5, -10/10, -20/20, -50/50. The number of cards with different scores was recalculated to average the probability of a player drawing a card. The number of supermarket cards is the number of people – 1. 

To increase the gameplay, the character settings have been added: 

Supermarket owner, thief, psychiatrist  

Different skills are designed for different characters: 

Shop owners can choose to get a 2 or -2 scorecard when they meet a supermarket 

When the thief arrives at the supermarket card, he blindly draws the shop owner's scorecard 

When a psychiatrist meets someone (up, down, left and right), he can choose to force the other party to give him a scorecard of his own (no scorecard type restrictions) 

Playtest

1

Settings 

Number of people :3 

screenshot 

 

Shop owner’s emotional value 

-20 

Thief's emotional value 

-20 

Psychologist‘s emotional value 

-20 

Problems 

1. No scorecards, inconvenient to score 

Solutions 

1. make scorecards 

2

Settings 

Number of people :3 

<span class="NormalTextRun SCXW189641930 BCX0" <the="" thief="" can="" only="" <="" span=""></span>The thief can only steal from the shop owner when he encounters the supermarket 

screenshot 

 

Shop owner’s emotional value 

46 

<span class="TextRun SCXW189641930 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

-2 

Psychologist‘s emotional value 

-36 

Problems 

1. Randomness is too high 

2. Less interaction between players 

3. The player's controllability is low 

4. Does the supermarket owner need to keep the scorecard for the thief to draw? 

5. Too few supermarkets 

6. The probability of psychiatrists encountering people is small 

Solutions 

1. Increase the number of supermarkets 

2. Shop owners do not need to keep scorecards all the time 

3

Settings 

Number of people:3 

Four supermarkets 

screenshot 

 

Shop owner’s emotional value 

0 

<span class="TextRun SCXW168197221 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

40 

Psychologist‘s emotional value 

-50 

Problems 

1. The thief cannot meet supermarkets 

Solutions 

1. The thief can steal supermarkets and everyone 

4

Settings 

Number of people:3 

<span class="TextRun SCXW192633048 BCX0" <the="" thief="" can="" steal="" both="" supermarkets="" and="" other="" players.<="" span="">The thief can steal both supermarkets and other players. </span>

screenshot 

 

Shop owner’s emotional value 

-14 

<span class="TextRun SCXW192633048 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

0 

Psychologist ‘s emotional value 

-7 

Problems 

1. Less interaction with the boss 

Solutions 

1.Shop owner can purchase: choose an extra score card when taking the sixth event card 

5

Settings 

Number of people:3 

Add the purchase mechanism 

screenshot 

 

Shop owner’s emotional value 

-38 

<span class="TextRun SCXW126754339 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

63 

Psychologist ‘s emotional value 

-15 

Problems 

1. Less interaction in this round 

2. Is the size of the map too large? 

3. Should the starting point be random? 

Solutions 

provide a unified starting point 

6

Settings 

Number of people:3 

<span class="TextRun SCXW136395546 BCX0" <the="" starting="" point="" is="" in="" the="" middle,="" and="" event="" card="" not="" placed="" at="" point<="" span="">The starting point is in the middle, and the event card is not placed at the starting point </span>

screenshot 

 

Shop owner’s emotional value 

15 

<span class="TextRun SCXW136395546 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

42 

Psychologist ‘s emotional value 

-4 

Problems 

 

Solutions 

 

7

Settings 

Number of people:4 

Add the takeaway, he can only walk diagonally 

<span class="TextRun SCXW69002643 BCX0" <three="" collective="" events<="" span="">Three collective events</span>

screenshot 

 

Shop owner’s emotional value 

19 

<span class="TextRun SCXW69002643 BCX0" <thief's="" emotional="" value<="" span="">Thief's emotional value</span>

34 

Psychologist‘s emotional value 

-57 

Takeaway’s emotional value 

-10 

Problems 

1. Takeaways interact less  

2. The probability of encountering a supermarket is small 

Solutions 

1. Change the number of supermarkets to the number of people + 1 

2. To balance the addition and subtraction of collective cards, the collective cards are changed to 4 


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