Initially, I approached the project with curiosity but limited understanding of how systems games could translate intricate mechanics into a cohesive and enjoyable experience. By the end, the project exceeded my expectations, blending humor, strategy, and thoughtful design.
Our game, Fiximupim, evolved significantly through multiple playtests. Designed as a satirical dating game, it used humor and irony to explore relationships and personal growth. Each playtest highlighted areas for refinement. Players navigated decision-making loops to influence traits like empathy and emotional intelligence, but early feedback revealed the need for more balanced scenarios and impactful decision-making. In response, we introduced tailored suboptions for each role and a progression system to create a smoother learning curve. These changes added depth and clarity to the gameplay.
Later feedback emphasized the importance of clearer trait definitions and more dynamic interactions. This inspired exaggerated responses and expanded dialogue options, making the game more engaging. Suggestions regarding the role of Cupid, the scale system, and tutorial clarity prompted refinements to improve accessibility and immersion. Additionally, the inclusion of pop-up notifications for trait changes enhanced feedback loops, creating a more intuitive experience.
The iterative process revealed the complexity of modeling relationships in a way that balances humor, realism, and player agency. Observing diverse strategies during playtests underscored the challenges of balancing mechanics and the nuanced behaviors the game evoked.
Looking ahead, Fiximupim offers insights into how systems games can tackle real-world dynamics through satire. This project affirmed the value of iterative design and playtesting in crafting meaningful and engaging games.