Devlog 2 : Postmortem


Introduction

Chubtionary is an analog party game that combines two different party games, Chubby Bunny and Pictionary, into one hilarious and fun game for everyone to play. Our group set out to make a lighthearted, easy to understand game that incorporates physical elements as well as artistic elements that encourages players to communicate in a different and fun way. We aimed to achieve a light, casual game that created a cute and funny environment that gets everybody to laugh and talk to each other.

 

What Went Right

  1. Game Mechanics

‘Chubtionary’ was inspired by Chubby Bunny and Pictionary, so the initial step in making ‘Chubtionary’ was to figure out how these two distinctly different games could combine in a way that made sense. Initially, we set out to have the player pull cards to draw from two piles- one that had a subject, and one that had a verb. This game mechanic, however, was faulty in the way that it made the drawer have to depict something extremely difficult to draw within the time constraints. To revise this, we simplified the cards so that the drawer only has to draw from one pile of cards, and each card has a difficulty range and appropriate time constraints based on the difficulty level. This proved to be a more effective game mechanic, and made the game more understandable to all of our playtesters, and also significantly cut down the amount of confusion and questions.

  1. The Physical Design

Another element that was done well was the physical game design in terms of the cards, instruction sheet, and card box. Our team took care to create stunning visuals that matched the cute and lighthearted theme of the game. The cards were designed to look like bunnies, and made out of quality card stock. The instruction sheet and the box were both made with matching pastel color themes that also coincided with the lighthearted and adorable nature of the game. Our team was extremely successful in creating a light and casual atmosphere for the 'Chubtionary’ that connected with our initial ideas for it.

  1. The Playtesting

This game was playtested many times over the course of its development, and each time it was playtested, we have gathered key information to make it the version that it is at right now. Our team playtested this game as soon as we came up with the idea in order to iron out any logistical or technical issues that may arise. This method solved numerous problems, including the difficulty level, as above mentioned, but also helped us understand how to figure out whether there was even a winner or loser in the game. Our greatest success was figuring out these issues early and finding the time to fix them before time to present.

What Went Wrong

  1. How To Win/Lose

Initially, we were really focused on how the game worked, and in doing so, did not outline a clear way to win or lose until the later stages of playtesting. This was an easy fix, however. In order to circumvent this issue, we changed the rules so that every other round, each player would have to say the word ‘Chubtionary’ in order to reveal whosoever has so many marshmallows in their mouth that they can no longer speak.  If you can longer speak, you are out of the game. The aim is to play until there is one person left that can say 'Chubtionary’.

  1. Difficulty Level

As above mentioned, we initially had issues with how hard it was to draw what was on the cards. Our playtesters initially often had to take artistic liberties with the method of combining two cards into one drawing. Guessers also had a substantially harder time guessing what the drawer was drawing. To fix this, we made all of the cards to be drawn from only one stack, and made it so that each card had a varying difficulty level. If the card had an easy figure to draw, you would only have to put in two marshmallows if you lost, and had a short time to draw. If it was a more difficult card, the marshmallows would multiply to four, and the drawing time would be increased.

  1. Not Knowing How to Draw

Another issue we ran into was the drawers getting a card that they did not know how to depict very well. This, too, was a relatively easy fix, and we did so by allowing the drawer to replace the card that they drew. In the event that a player received a card that they did not know how to draw, they had the option to put the card on the bottom of the stack, and draw a different one. The timer only starts when the player begins to draw, so there is no time lost.

What We’ve Learned

Creating 'Chubtionary’ was a great learning experience in observing different aspects of game making. Creating analogue games gives you great insight into more concrete reactions and issues, as players are face to face, and more likely to vocalize their confusion as opposed to online games where it may be more internal. It was interesting to see and hear player feedback in real time. We believe the greatest takeaway from this experience was that playtesting as much as possible, and as early as possible is an excellent way to create a more finished and polished game in its final stages. Hearing feedback and developmental suggestions from our peers really shaped and changed our game for the better, and ultimately made it greater. In overcoming the more substantial issues earlier, it gave our team room to tinker creatively with the aesthetic of our game for a more refined final look. All in all, this experience was a great learning opportunity for all of us.

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