The Design Diary I Never Wrote
As I find myself doing more and more playtesting, making smaller and smaller changes, and feeling just about ready to cross the pitch-ready finish line, I wanted to take reflect on the design process that has taken place over the past three years in hopes that someone finds something about it useful/relatable. Here we go! *Quick note: This is a continuation of my first post, "Homophobia Brought Me Here". You can read that first if you want some more context around my the design choices. -Design Pillars- When I decided I wanted to design a new game, I went in with some parameters to help guide my choices. Mechanical • Gameplay and rules should be relatively simple and accessible to a wide audience, while still providing a level of decision making that is engaging and challenging. • Setup and play time should be relatively short (~30min), where several playthroughs are possible without inducing player exhaustion. • Gameplay should utilizing mechanics that eliminate individual...