This project was created with three others in my Futuregames Game Design class for our Board Game Design course. We decided to make a game focused on being social, simple, and incorporating sabotage. The game involves building a stream for your boat to reach the ocean, while giving players the option to mess with others' streams using action cards. It is a simple and fun game, aiming to encourage player interaction.
On the second day of development, our team decided to immediately test the game to see if it worked. We created a simple board with a grid of squares and used sticky notes as tiles to build a line. We quickly saw potential but realized the game needed more, such as sabotage abilities, to stay engaging. Here's why our process of rapid prototyping worked for us:
Many of our iterations were to try and solve our one main problem of players hoarding Rotate cards, effectively making each game too predictable. Eventually we settled on each player having four cards in their hand that they must play before getting a new set. But, before this we experimented with various tweaks, such as:
Writing the rulebook was a major part of my workload. This was challenging, as I hadn't done much technical writing before, and the iterative design process made the game seem simple in my head. Here's a breakdown of the main issues I encountered:
To solve these issues, I:
While I didn't work on the art, I noticed how much it helped with clarity. It made it easier for players to see their stream, understand the game's objective, and properly place tiles on the board. Please see the PDF below of the rulebook if you would like!
I had a great time in this course! Before this, I had never made a physical board game or considered the process behind it. There's something special about having tangible components to interact with, rather than using a keyboard, mouse, or controller. Here's what I learned:
Going forward, I'd only make minor tweaks for clarity, particularly with tile placement. Overall, we met all our goals, and I wouldn't change our process of ideation, rapid prototyping, iteration, and playtesting.