Devlog 1 : Development


We wanted to create an exciting, action oriented, fun game that did not restrict the number of people that could play.

Before our final idea of Chubtionary, we had multiple ideas. For example, a pre-existing character stat card game like Hearthstone where it included powers and trying to defeat the other player, or a mafia type card game where you can lie about the cards you have. We had multiple ideas like wanting to have pictures on cards (like a storytelling card game), or command cards (like “if you wear a certain colored shirt, you get this boost / nerf ''). After going through different ideas, we chose the idea of Pictionary and Chubby Bunny combined. 

This idea was still very incomplete without having to actually playtest it in person. 

Without much thinking, we bought the large marshmallows and went out in a park to play (just the four of us). We thought of a way to distribute the marshmallows while also thinking about how to do this during Covid-19. The first playtest at the park did not go the way we wanted. We had multiple failures where we thought of a phrase, drew it out for 1 minute, decided how the marshmallows would go into the player’s mouth, and we also had the idea of adding onto the previous drawing. It did not go out well because the phrase would get changed up midway through the game like the telephone game. Draw something out, add to the drawing, and completely change up the whole meaning of the first phrase. What added to the failure of this first playtest was the fact that the marshmallows were way too big.  Up to 2 of these jumbo marshmallows completely filled our mouths and it ended the game too fast. We decided that instead of writing a prompt on our phone, we make a small card pile where the prompt is already written down. We decided that the drawing time and guessing time was too long because as time passes, the marshmallow would stay in our mouths for way too long that it would slowly melt inside. We also decided that we give less time for the drawing and the guessing phase because that would increase the tension of wanting to answer the drawing fast and not shove a marshmallow in our mouths. 

After this small playtest in the park, we went back to make our card pile. I think while doing this, there was a small miscommunication, so we ended up making 2 sets of card piles which ended up in an action and a subject pile. But we wouldn’t know if this would work without actually trying them out. 

The second playtest ended up in front of our classroom lounge where everyone sat in an awkward circle. Other players had a disadvantage because we decided to do the drawing in a notebook, so these players sat a little bit outside, they would not be able to see the drawing. And not to mention, the whole idea of having a card pile of ideas did not go as planned. We had 2 card piles consisting of an action and a subject. But because these verbs and subjects were literally 2 words, it made the drawing harder to guess. Everyone thought of literal sentence phrases whereas the prompt the drawer was given was in 2 words. Not to mention, the marshmallows were too big which made it harder for the game to last long. 

After trying the game out, we decided that we should change the marshmallow sizes because some players have different mouth sizes. Even 1 would be a lot for them to store in their mouths. So mini marshmallows but if a player fails to guess the drawing, they would have to stuff a certain amount of marshmallows. We decided to change the card to 1 big pile consisting of Easy and Hard. The Easy difficulty (drawing time of 15 seconds)  would have 2 mini marshmallows when the Hard Difficulty (drawing time of 30 seconds)  would have 4 mini marshmallows. 

One feedback that we got from this playtesting was that there could be a bias with the time keeper / judge. Maybe the judge is a friend of the player and cuts a bit of slack for the players to prevent them from losing. 

Last but not least, the final playtest we had with the group, we had updated cards. To fit the concept of our game, we made them in the shape of a bunny. The phrases were a lot easier than the previous ones. For this newly updated game, we took out the judge and made everyone be the judge of the phrase, and only have a time keeper. Unfortunately, mini marshmallows were sold out so we had to quickly think of a way to use these jumbo marshmallows, and we cut them in half which were perfect sizes. But by doing this, we had to completely change up the penalty. Easy card, you had to fit 1 half cut marshmallow and the Hard card, you had to fit 2. They were the right sizes for everyone but it was definitely a hassle to prepare. 

We played on the whiteboard rather than on the paper which can be small. And not to mention, everyone sat in a circle with the whiteboard in the center which made it easier for everyone to see. Midway into the game, we had to eliminate cards that seemed WAY too difficult like “Existential Crisis” card. We also decided that during the drawing phase, the players can guess. One player is allergic to one of the ingredients of the marshmallow so the professor and that student paired up. The professor would get the punishment whereas the student would be the one guessing. We got feedback that creating groups created more excitement for the game. By doing this, it is good for conserving marshmallows and increasing game time. We also added midway into the game that the players would have to say “CHUBTIONARY” after each round so it makes it easier to pinpoint who could still play the game and still talk or those who couldn’t talk.

Files

CHUBTIONARYzip.zip 2 MB
Sep 13, 2021

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