Game Log 4 – Create
This log consists of the different content retrieved from all the playtests taken for the polishing of the game and a full gameplay video from one of the playtests. Playtests will be shown with the following format (Playtest Nº (Nº of Players; Playtest Time; Additional Rules...)).
The first set of playtests were taken with a non controlled group, where multiple players would join or leave the game at any point.
1ºst Playtest (10 Players; 1:40Sec; PIDE anounced at the start):
- The player that started with the Message Card didnt pass it around to the next player and the player with the single Symbol Card was the one who gave their card and became cardless.
- The player playing PIDE took a long time to find the player with the Message Card due to the size of the game, and ended up taking too long to take players to the jail area and going back to where the players were exchanging information.
- The People Won.
2ºnd Playtest (11 Players; 3:90 Min; PIDE anounced at the start; Playable Area Reduced):
- One of the symbols stayed behind when passing the Message to the other player.
- The player playing PIDE wasn't able to arrest the player with the Message card because, that player only showed one symbol card and not everything he had (Fix: The players being identified cannot lie and have to show everything).
- The People Won.
3ºrd Playtest (9 Players; 2:25Min; PIDE anounced at the start):
- Players were too close too each other, even tho they were only talking in pairs, they could hear each others conversations. (Fix: PIDE should take the initiative to separate the players).
- The People Won.
- Playtests were taken with a controlled group of 7 people in order to understand what was the minimum amount of players to properly play the game.
1ºst Playtest (7 Players; 2Min; PIDE anounced at the start):
- Players had difficulty passing the message.
- The PIDE Won.
2ºnd Playtest (7 Players; 3:30 Min; PIDE not anounced at the start):
- Game took some time to start, but the people were able to pass the message and win.
- The People Won.
3ºrd Playtest (7 Players; 1:50Min; PIDE not anounced at the start):
- Noticed a problem with PIDE not roleplaying enough, and that would lead to people being able to easily pass the message.
- The People Won.
4ºth Playtest (7 Players; 1:30Min; PIDE not anounced at the start; PIDE anounced himself after 30Sec):
- PIDE didn't have much of a chance.
- The People Won.
5ºth Playtest (7 Players; 45Sec; PIDE not anounced at the start; PIDE anounced himself after 30Sec; PIDE can investigate the player without going to the jail):
- PIDE won too fast.
6ºth Playtest (7 Players; 30Sec; PIDE not anounced at the start; PIDE anounced himself after 30Sec):
- Luck Based, PIDE found Message on first try.
- The PIDE Won.
7ºth Playtest (7 Players; 1:40Min; PIDE not anounced at the start; PIDE anounced himself after 30Sec; PIDE can investigate the player without going to the jail, but needs to ask a question first):
- The people had an overwelming advantage against the PIDE after playing the game several times.
- The People Won.
After severall tests it was evident the game couldnt be played with this amount of players.
For a brief overview, our project focuses on designing a functional prototype for a physical game rather than refining materials, as the primary goal of the Game Jam is gameplay development.
Our team took an unconventional approach by brainstorming outdoors, reinforcing the game's physical nature.
With five members collaborating, a solid prototype was structured by midday, allowing the rest of the day for playtesting and refinement. Initially titled The Message, the game evolved into Message of the Red Cloves.
The game centers around covert message exchanges leading to a revolution, with three key roles: PIDE, the Captain, and the Common Folk. Playtests, including a controlled session with seven participants, helped fine-tune mechanics such as detaining and releasing players and strategic card exchanges.
The playtests and recorded gameplay provided valuable insights for polishing the final experience.
Get Message of the Red Cloves
Message of the Red Cloves
A Physical Game, where players must send messages
Status | Prototype |
Category | Physical game |
Author | Thiff |
Genre | Strategy |
Tags | Casual, Co-op, physical-game |
More posts
- Game Log 3 – Imagine10 hours ago
- Game Log 2 – Play18 hours ago
- Game Log 1 – Experience18 hours ago
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