Today we had another group playtest our game again to get further feedback. This time we went with two artifacts on the scene. What happened was that two players went back and forth around the square with the artifact, uneager to be the first to collect it. This made us conclude even more that it is very unmotivating to grab the artifact early as you’ll then be targeted and vulnerable. We have to make it more compelling to acquire the artifact as soon as possible.
The playtesters thought that there was a lack of control and interaction with other players. You could not affect players on the other side of the map at all and if they were winning then you could not stop them. We then discussed the possibility of various action cards and what actions they could potentially have to change the gameplay. No definite solutions were brought up and we’ll have to discuss this further during a group meeting.
A few (almost) concrete changes are to made also. For discarding cards we said that you could discard any number of cards in your hand, and receive the same amount of new ones, because player would’nt want to discard a hand which may hold a significant card while at the same time they’re unable to progress efficiently.
Another change we decided upon was that when you push another player, the pusher may choose where to put the other player, within a certain radial range dependant on the number of steps taken. This helps reduce confusion as to where you’re supposed to push the player back to when one of the involved has an artifact. It also eliminated the loosly defined rules such as where to put a player if there is a tile on which a player cannot stand on.
As far as our initial aesthetic goals succeeded there was a somewhat lack of consistent excitement and strategic leeway. As such we said that we need to further develop the stategic moment and it a core factor in this game.