- Going into rooms that don't affect a player need to be more interesting. I need to add something to them such as affect cards. I have figured that there should be about twenty cards (subject to change) and that they all shouldn't be bad. I plan on making ten semi-okay cards, five good cards, and five bad cards.
- I got several suggestions that people wanted to be able to screw people over in the game. This lead to the idea of a malicious ghost idea. Basically, this ghost is controlled by everyone playing the game. For every turn that you make, the person to your right takes the same turn. If the malicious ghost lands on or goes past your character, you will either lose a turn or start back at the entrance.
- The original character cards had the full description of the characters story. The beginning, middle, and end. I was suggested that this wasn't random enough and could make the game boring. So what I came up with is a way to make the stories and the rooms different each game. First I decided to make an easy, medium, and hard card. You have the basic character card that tells you which ghost you are looking for and the clue to their first room/easy card. Each time you find the right room, you then pull the next level of card until you figure out the hard card. This makes the game much more interesting. This also lead me to a problem that people could get the same room twice in a row. To make sure this doesn't happen, I made each difficulty card have different rooms from the one before them.
- Rule wise, I need to make sure I discuss the player movement piece, how to pick the player movement piece, and where to place them at the beginning of the game.
- I need to make it clear that the player to left has your ghost card.
- Last but not least, all the grammar.
I learned a lot from playtesting and hopefully will be able to do more of it to make my game even better.
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