Posted May 17, 2022 by Brighten Jelke
#devlog
Last week, we playtested our first iteration of the game with two groups of players.
Starter Rules:
Win condition: Survive 10 rounds. Lose condition is 3 species going extinct.
Players start in Lake Huron. Each Great Lake has 1 native species with 5 health counters. When the health counters reach 0, that species goes extinct. Each player has 2 Actions per turn. At the start of each turn, draw one card to spawn sea lampreys, and then take actions. At the end of each round, each sea lamprey deals one damage to its current region.
Player Actions:
Game Board - Starting Position
Game Board - Round 7 (Lake Michigan overrun with lampreys)
Playtest Highlights
Round 1 - 2 Players, 5 spaces, 2 actions
After round 1, we realized that having only 5 regions meant that players could camp out in certain locations and sacrifice others, so we decided to encourage player movement by adding more regions. The three largest lakes were split in half to create 8 total regions. In addition, players were given a free move action that did not count towards the 2 actions per turn.
Round 2 - 2 Players, 8 spaces, 1 free move action + 2 additional actions
After 2 rounds of playtesting, we feel confident that we are on the right path with the gameplay mechanics. Players picked up the rules quickly and were motivated to win. In terms of rules changes, we are considering modifying the lose condition or the native species starting health depending on the number of players. In addition, we are exploring additional ways to motivate players to use the Inspect action (perhaps by increasing its duration) and not to give up on entire regions (perhaps by having increased lamprey effects when native species are gone). In terms of transformational goals, players definitely did not empathize with the lampreys, which was an initial design concern of ours. However, more work is needed to ensure that players come away with specific knowledge about these invasive species and steps taken to remove them.