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 |
Get Emotion Kills Emotion Heals
Emotion Kills Emotion Heals
Emotion Kills, Emotion Heals is a board game for 2-4 players based on the theme of people's everyday emotions.
Status | Released |
Category | Physical game |
Author | zsh811 |
Tags | Board Game, Pixel Art |
More posts
- Devlog 11:PrintApr 30, 2022
- Devlog 10:Booklet designApr 30, 2022
- Devlog 9:Map design & Logo designApr 30, 2022
- Devlog 8:Value card designApr 30, 2022
- Devlog 7:Event card designApr 30, 2022
- Devlog 6:Character Chess DesignApr 25, 2022
- Devlog 5:Mood settingApr 25, 2022
- Devlog 4:Events settingApr 24, 2022
- Devlog 2:Initial game designApr 24, 2022
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