P2: Tiny Playable Prototype

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:

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