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
Fixes:
  • Added symbols and colors to help with matching
  • Changed the turn order to draw first, then play
Fig.2.2 Alpha Playtest with classmate

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.

Fig.2.4 Card Designs

Fig.2.5 Card 

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
Fig.2.6  Beta Playtest # 1

Fig.2.7  Beta Playtest # 2

Week 13 – Final Adjustments
Final updates were made to the rulebook and game mechanics to match the latest version of gameplay. Everything was refined and prepared for final presentation.


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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