CS Systems Playtest 1 Notes
Confusion about what info can be conveyed
Confusion about what condition cards mean in actual execution
When should card be played? Why does waiting until the end of everyone’s turn to play matter?
Players validated original choice because the idea choice was obvious l
How does the statement get arranged at the end? Do players choose?
Must keep track of which cards are which type
Players feel like there is a lot of information – work on remind rather than recall
Accidentally said card info out loud
Tapping twice after players have already strategized together seems redundant – what happens if players disagree? Is it likely that they disagree?
Liked being able to see your team’s cards but not your own
Too easy to construct things easily – maybe you shouldn’t tell people which card to play, just hints
No lack of information
No need to know what card you have, no need to guess
More complex movements
Door/obstacle assignment process – can we integrate a player into it?
Fun after players understood what was happening but confusing initially
More operations to create more complex statements, such as Mod
Card quality – thicker, directionally labeled
Variable stores – set variables equal to something, then cards that do things based on the variable
Cards that change value depending on where you are