Playtest
Justin Reyes
Yama Hareb
Cassidy Hawley
Hector Orozco
3/29/17
First Playtest part 1
3 mechanics we are testing during play, are Movement of units, combat between units, and resource gathering/upgrades. We are also seeking feedback on the general feel of playing the game and if the gameplay/units are balanced. 7 questions we gave players during play are:
Do you think units move enough each turn?
Was the map placement fair?
Do you think the cost for upgrades are balanced?
Where the resources difficult to collect?
Are the units stats balanced?
Were there any units that were too difficult to kill?
If you could make one major change to the game, what would it be?
Some Observations after the first playtests. Getting started was slow, teaching players how to play and the mechanics (building an army, attacking units, etc.) took a bit of time, but once the games got started, the players got the hang of things and turns went by fast with all players able to keep track of things. We were not able to implement the resource/upgrade mechanic as of the tests, so we weren’t able to get feedback on those mechanics. Movement, combat, and weather effects worked fine. We did not have a proper way for players to keep track of their units health and such, so players had to either keep track of it in their heads, or what most did, write them down on a piece of paper. Players had some things to say on the use of commanders’ abilities and stats, their balance is in question. A particular suggestion was to allow units to resurrect, as the main objection should be destroying the enemy’s City-state, but as seen during play, players focused on defeating all the enemies units which we see as a secondary win condition. We were only able to complete one game and left with two unfinished games, the completed one was done in around 30 – 40 minutes, while the other games were left unfinished around the 20-25 minute mark. We got many remarks about the physical pieces representing units, they said they would like it if they were more distinguishable and better made.
Some Written suggestions left by players:
Maybe put Name, ATK, MOV on unit pieces
Clarify turns
Nerf/Buff Champions
Fill maps
Distinguish the player – maybe different colors on the cardboard/ weighted bottoms
Range needs work