
Internal Game Test Observations:
- Gameplay Adjustments:
- Consider changing the shape of single-family homes for clearer representation.
- Add more cards to include more players (33% increase suggested).
- Modify some objection cards to be more realistic to Sunnyvale (e.g., replace “National Park” with a relevant local issue).
- Countdown Mechanism:
- Find an alternative to using a dice for countdowns.
- Consider ways to remind players to count down (e.g., visual markers or prompts).
- Player Board Suggestions:
- Include a turn flow chart on player boards (e.g., actions, countdown reminders).
External Game Test Observations:
Participants: Jason, Arnav, and Allen
- Gameplay Mechanics:
- Players were confused about what replaces what—a diagram could help.
- Clarify the game’s end condition in the rules.
- Building and Strategy:
- Players were unclear about building over single-family homes.
- Increase density rules need clarification.
- Some confusion around when and where you can place new buildings.
- When players only draw cards and take no visible action, it’s not clear they’ve completed their turn.
- Player Reactions and Comments:
- “I can’t build here, I can’t build here, I can’t build here…”
- “These guys are racist so I’m gonna put them in the racist zone.”
- “You’re doing the community a great service.”
- “Can single family housing replace single family housing?”
- “I’m extremely racist”–A funny moment, but consider if this is teachable or should be reframed.
- Visual and Physical Design:
- Icons’ shapes and symbols can be confusing (e.g., circling faces for +1 modifier).
- Consider alternatives to erasing (e.g., using cards, legos, or other markers).
- Game Balance and Timing:
- Mastery took a while, and strategies only became apparent toward the game’s end.
- Evaluating multiple projects created combinatorial explosion, slowing the pace.
- Autonomy over game end encouraged point counting, leading to a slow pace.
Positive Feedback and Potential Improvements:
- What Worked Well:
- Good mechanics; liked how players figured things out as they went.
- Emphasized empathy by putting players in the mindset of someone opposing affordable housing.
- Easy-to-grasp mechanics after a few turns.
- Social interactions and strategy discussions were engaging.
- The lack of clear optimal strategy made the game more dynamic.
- Balance Suggestions:
- Consider balancing affordable housing: As time runs out, it’s no longer a major concern.
- Maybe allow all remaining actions to be played when the timer is about to end.
- Timer resetting when cards pass helped maintain flow — consider adding more time for certain scenarios.
- Scoring and End-Game Considerations:
- Scoring system makes affordable housing quite punishing.
- Maybe everyone finishes one more turn after the last card is drawn.
- Consider modifying score rules or resetting the timer when specific conditions are met.