First prototype of "Reactor Scram" |
Yesterday I got to try out a two-player playtest for the first time with my wife, Kathy, the good sport that she is. I realized as I went through the explanation of the game mechanics that I really need to make the game boards more self-explanatory. Certain things happen at certain reactor power levels and so forth, and I need to put some kind of text or iconography on the power tracks so that players can easily tell what happens with the reactors depending on what condition they are in. Our playtest when generally well, although Kathy said she felt like she really didn't follow what was going on and was just along for the ride. But she thought it was fun and could be a good game with the right adjustments.
Close-up of the Control Room and the Electrical Room |
So the next step is to redesign the game boards to be more self-explanatory, and then perhaps start writing
the first draft of the rules. I also need to figure out how to extend that "arc" of the game. Once I've done that, I'll probably order some game parts so I have a slightly better-quality prototype to work with, and then maybe try it out with more people.
I love this stage in game design - when the initial prototype starts shaking out the major issues, and I'm starting to refine it into something that could actually be fun.
Paul, this sounds very interesting. Of course, I'm a sucker for co-ops. Very cool theme.
ReplyDeleteThanks, David! I'm really pleased that the initial playtest held together as well as it did.
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