In order to start learning the very basics of game development we were put into groups and asked to come up with a simple board game using the bare minimum.
We gave each player the opportunity to get to the finish line via three paths However, since players would most probably choose the direct route we decided that, in order to dishearten the player, this route would be ridden with traps and elements that would potentially slow the player down.
Many people commented on how imaginative our board game was but although people seemed to like the concept of the game a lot found it quite complicated and hard to understand the rules and sometimes found themselves not entirely sure of what they have to do next.
The tutor actually managed to play our game and was able to give us criticism which definitely benefited us and helped show us how we could improve our game. He pointed out how some things seemed to be there just for the sake of being there without serving any particular purpose and that they complicated the game for no reason. As an example, he mentioned the space rocks which were not once initiated for the entire duration of the game.
That brought him onto his next point which was making the game less reliable on chance, especially when it comes to using the abilities. A way of doing this would be to introduce cards which each player would have in their possession at the start of the game and can use whenever they wanted.
He also mentioned how he found it frustrating not knowing whose team he is on and how pointless it is for a player to only reveal whose team he’s on once he/she is out of the game and cannot help his fellow teammate. Again, with the help of cards we could give the players more opportunities to find out who their teammates are.