Here are the main observations I had based on three rounds of playtesting!
- It’s okay if all paths in my game lead to some kind of loss, getting people thinking can be the goal!
- The housing crisis not might not feel relevant to Stanford students who are confident they’ll be able to afford a house with their high paying job – how can I show that this crisis impacts everyone in my dystopia?
- Give more context about the player’s life, so that I can better motivate why they want to move into their own place. Use emotions!
Based on these observations, I’d like to:
- Build out my main character’s backstory and relationships, so that the player has more stake in the game.
Some photos of my low-fi prototype and playtests: