Before this project, I hadn’t given much thought to how systems work in games. They’re like the skeleton of the experience—always there, but easy to overlook when you’re focused on playing. I assumed designing a systems game would be really tricky since every piece has to connect and work toward a clear goal. I kept picturing all the ways it could break or feel too overwhelming to manage.
One thing we did that stood out was adding a plot twist to the game. At first, it felt like we might just be creating chaos, but it ended up being a really interesting way to deliver a meaningful message. It showed me how small changes to the system could shift the whole tone and feel of the game, which I hadn’t really thought about before.
Now that the project’s done, I still think systems games are tough to design, but I’ve learned how crucial playtesting is. Seeing how people interact with the game helped us spot problems we hadn’t even considered and figure out what was working and what wasn’t. It was honestly the most valuable part of the whole process.
If I were to do this again, I’d approach it differently. Instead of focusing on the story first, I’d build out the game mechanics step by step and test each piece on its own before putting everything together. That would make it easier to troubleshoot and probably less stressful overall. This project really opened my eyes to how much thought goes into creating games and how systems are at the heart of the experience. It’s definitely something I’ll carry with me into other projects.
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