| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | ` | Playtest 1: With group mates | Playtest 2: With new players | Playtest 3: With returning and new players | ||||||||||||||||||||||
2 | Mechanic Review | Feedback Summary | Your Response | Feedback Summary | Your Response | Feedback Summary | Your Response | |||||||||||||||||||
3 | 1. Mechanics: Innovation & Clarity | The game mechanism is relatively novel in integrating strategy and action elements, and introduces the real-time environment interaction mechanism, which brings new experiences to players. However, it is difficult for players to understand the mechanism when the novice guidance is insufficient, which is not excessive innovation. | Increase the excercise card in the power cards. | Yes, the mechanics is easy to understand but terminology in the game is inconsistent, which can easily lead to misunderstandings. | Continue to workd on unify the words | This fundamental mechanic that “keep points to win” is still fresh. However, it sometimes made us confused because the mechanics are quite new and unfamiliar to us. | We made a handbook | |||||||||||||||||||
4 | 2. Overused or Broken Moves | There are actions, which can be changed or eliminated by using the game mechanism, and more exercise event can be added. | same as above | The game went smoothly overall, and every player had a chance to play their cards. No changes are needed. | no changes are needed. | In every turn, players roll their dice and every square on the board has an event. Therefore,this game has actions the player always takes. | This is one of our game play | |||||||||||||||||||
5 | 3. Incentives for Boldness | Yes, there is a power card in our game, and we added some exercise event to it, which enhanced the interest and increased the interactivity of the game, and made the players go deeper into the game, for example, the card "whoever wins will get 10 coins". | same as above | Yes, we often encounter certain events that require different activities, making the game more challenging. | no changes are needed. | When players own properties with high cost, they’ll get rights to adjust their glucose level in a wide range. This should be an incentive to the player. | This is one of our game play | |||||||||||||||||||
6 | 4. Early Game Intuition | It's possible to get an idea of good plays early on. Rounds in this game are fast, and it's easy to understand the basic mechanics within a single round. | decide unified words used in the game. e.g., ATP >> Glu-coin | For new player maybe will not have an idea of what a good play is early in the game but When the game reaches the middle stage, players will find what a good play is. Everyone can understand the game easily. | prepare the rule book of the game, and write some discription on the game board and try to shorten the time to understand the game for new player. | Foundation rule of this game is much simpler than monopoly did. Moreover, detailed rules or events have descriptions on its game board or component, so beginners of this game can understand what the good play would be. | On this basis, we replaced all the words with simple words. | |||||||||||||||||||
7 | 5. Simplicity vs. Complexity | There are no game mechanics needed to eliminate. However, power cards are difficult to understand. It’s necessary to have categories with simple rules. | categories those power cards into two: power card and secret power card. And made it easy to distinguish the types of power cards. | There’s no need, I think the current mechanics are all appropriate so far. | no changes are needed. | On the last playtest, we found that the description of power cards were difficult to understand, then we changed it. However, its still difficult, because the same functions between different names of cards, even the description is easy. | On this basis, we replaced all the words with simple words. | |||||||||||||||||||
8 | 6. Intuition and Rule Reliance | The game includes events that affect the amount of glu-coin players have. This mechanic is not complicated, however, the word used is not unified and it makes it difficult to understand its effect. | sameas No5. | No, all the mechanics feel smooth and natural. There’s no need to check the rules frequently. Players just need to remember the basic flow of the game to play it successfully. | Put basic flow into the rule book | By the analysis of playtest2, we changed the rules of how to own the property, because it was unbalanced. Therefore, to own restaurants, players need to receive glu-coin to own it. This system is counterintuitive to players and we can provide better description through both rule book and game board. | We have made a lot of optimizations on the chessboard and introduction to make them look more intuitive. | |||||||||||||||||||
9 | 7. Start Position Balance | This game does not rely on extreme or absolute dominant strategies. Instead, players must balance tactical planning and uncertainty through blood sugar management, timing randomness, and interactive mechanics. However, they can increase their chances of winning by anticipating events and competing for resources. Strategic flexibility and the ability to adapt dynamically are crucial for victory—making the game both deeply strategic and highly entertaining. | No changes on this part at the time. | Yes, the game allows players to strategize and apply tactical advantages, which makes it easy for the game to turn around unexpectedly. | no changes are needed. | Every player starts from the same square and gets an equal chance by dice roll. | Yes, for the fairness of the game. | |||||||||||||||||||
10 | 8. Dominant or Degenerate Strategies | The starting location, 'Hospital,' provides uniform initial resources for all players. With symmetrical board design and a random event mechanism, the game ensures balance. Victory depends on strategic decisions like blood sugar management and event response—not starting position—guaranteeing equal opportunities from the outset. | This starting point is quite balanced and have no changes here. | Yes, it is balanced at the beginning of the game, and everyone starts from the same point. Players are given 100 glucose as starting capital. | no changes are needed. | This game aims to keep their glucose level. Thus once players reach 100, they are passive and stop any action, and they are able to keep their glucose level. This is an extreme strategy and makes the game boring. | We added a lot of power cards and secret cards | |||||||||||||||||||
11 | 9. Win Curve & Suspense | The winner is only revealed at the end of the game. During the playing time, players don’t know which player is leading/losing unless they are eliminated (die) by hypoglycemia or obesity. | balance of mechanics is appropriate and no changes here too | Yes, the winner is not particularly clear until the end of the game and there are reversals. It is exciting and the leaders will be different players. | On the rule book, clarify the one game will end in 45min and player have more xcite with reveal the winner at the end. | All players hide their owning glu-coin, without a power card player cannot know the amount of glu-coin which the other player has. And This game defines the safety range of glu-coin, so the system doesn’t allow large lead. | Yes, this is one of our games. | |||||||||||||||||||
12 | 10. New vs. Veteran Victory Potential | New players can beat old players, this is not frequent, because this requires a long time to understand the game and choose the best action, I think it is very friendly for new players, because it does not destroy the game balance because of the experience of old players. | Our changes that unified words, and helpful board will help new player to beat okad one. | Yes, it depends mainly on luck. There will be events that interfere, so it is not certain that an experienced player will defeat an inexperienced player. The liquidation will be done in about 60 minutes, which is more suitable and will happen frequently after all, there is an element of luck in the game. | no changes are needed. | This game has no complicated strategies, so new players have a chance to beat experienced players with their luck. | Yes, this is our original intention, to protect new players, but also to make old players feel fun. | |||||||||||||||||||
13 | 11. Elimination Timing | The only way for a player to get eliminated is by losing all glucoins, or going above 200 glucoins. However, it is unlikely for a player to go above 200 glucoins, more likely to lose all. It is unlikely that a player may lose all | changes the mechanics of owning properties and balance the game. | Yes, players are eliminated when they go bankrupt (unable to repay debts, mortgages or fees). Once they are eliminated due to bankruptcy, they wait for the final player to "dominate" all the properties. As the game lasts for a relatively long time, the end needs to be timed to conclude the game. | balance the game mechanics and reduce the risk that part pf player eliminated while game continuing. concretly, mechancis of owning the properties and content of power cards. | This game defines losing conditions, so there are possibilities that one player will be eliminated faster. However, game provide balanced chances to both get or reduce the glucoin. Therefore that possibility would be lower. | Yes, this is one of our games. | |||||||||||||||||||
14 | 12. Player Downtime | Players have to wait about a minute to take their turn, but players don’t get bored or lose focus in between because the game is competitive and engaging even if it’s not the current player’s turn. Players are affected by other players actions too. | no changes on this part at the time. | There is downtime - when players go to jail, they need to stop for a round and pay a fine, which is part of the social board game atmosphere. For simple operations, the rounds move quickly and there won't be a long wait. | no changes are needed. | Games have downtime but not so long. One player needs less than a minute at the turn. Moreover, if other players land owned squares, owner players have actions they can take. This always makes the game interesting. | Yes, this is one of our games. | |||||||||||||||||||
15 | 13. Game Conclusion | It's driven by the Glucoins being overly obese and overly hypoglycaemic, the game is won, the ending of the game is very clear and satisfying, the pacing may be a little short of what it should be, the tempo is rather slow | no changes on this part at the time. | The game ends when all players except one go bankrupt. Or when the timer runs out, the one with the ATP total closer to 100 wins. This is mostly satisfactory, but better time control is needed to avoid overly long games. | make more simplified and helpful rule book and game components and shorten the turn of the game. so player can avoid overling the game time. | The game has two clear ending conditions. First one is time. Once 45 minutes passes, the game will end. Or by the losing condition, if every player lose, that a time to end the game. | Yes, this is one of our games. | |||||||||||||||||||
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