Games Studies | Project 2
28 May 2025 - 23 July 2025 (Week 6 - Week 14)
Chan Xiang Lam | 0358400
Games Studies | Bachelor of Design (Honours) in Creative Media
Project 2 | Tabletop Gameplay Information and Data
TABLE CONTENT
1. Instructions
2. Project 2 | Tabletop Gameplay Information and Data
3. Reflection
INSTRUCTIONS
PROJECT 2
Project 2: Tabletop Gameplay Information and Data
INSTRUCTION
For this part, we are required to carry out primary research—such as
playtesting, observations, interviews, and surveys—to gather feedback on our
tabletop game. We must regularly document this feedback through weekly blog
or vlog updates, organize all collected data clearly, and use the insights
to enhance the game's design and educational value.
Game Concept Overview
Sugar Heist is a fast-paced educational card game inspired by games like
Exploding Kittens and UNO. The game combines strategy, luck, and science,
where players race to earn ATP points by correctly pairing Body State and
Pathway cards. Each match simulates how the human body processes glucose
under various conditions, making the game both fun and informative.
Week 4 – First Test with Lecturers
We showed our early version to lecturers and got helpful feedback. Some
players were confused about the rules and how ATP worked. So we updated:
- The win condition (first to 7 points wins)
- How Stored ATP can be converted
- Body state wording and pathway matches
Week 6 – Internal Playtest
We tested the game among ourselves. It was too short and had too many
early matches. So we:
- Added more cards to balance the game
- Limited the number of matches in the first round
Fig.2.1 Testing our own game
Week 7 – Alpha Test with Classmates
We let classmates try the game and watched how they played.Issues we
noticed:
- Players took too long checking the match list
- Turn flow (drawing cards) was confusing
- Added symbols and colors to help with matching
- Changed the turn order to draw first, then play
Week 8 – Preparation Week
Even though we had no class, we met up to:
- Finalize card designs
- Update card names with fun and relatable titles
- Improve the rulebook with clear steps and a full match guide
Week 9 – Feedback
Our lecturer gave feedback on our rulebook design. We made:
- A clearer layout
- Better color coordination to match the game cards
Fig.2.3 Rule Book Design
Week 10–11 – Game Assets & Tokens
We printed the final version of the cards and cut them.
Week 12 – Beta Playtest with Classmates and External Group
Two groups tested the game. The main problem was the game ending too
fast, as players only aimed for Glycolysis cards worth 2 points.
Fixes:
- Added purple stars to track round wins and extend play
- New rule: players can only play one match per pathway type in the first round
Game Mechanic Reviews
These are the Game Mechanic Reviews from the playtests:
Fig.2.8 Game Mechanic Review #1
Fig.2.9 Game Mechanic Review #2
Fig.2.9 Game Mechanic Review #3
REFLECTION
In Project 2, we tested our game with different players and used their
feedback to make the game better. We found out which parts were fun and
which parts were confusing. Each week, we made small changes to improve the
rules, balance, and design.
This project taught us how important it is to test a game with real people.
We also learned how to work better as a team, solve problems, and think from
the player’s point of view.
Overall, it was a fun and useful experience that helped us improve our game
step by step.
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