“Sprout Up!” is a strategic, family-friendly card game where players compete
to grow their plants the fastest while facing unpredictable weather and
player sabotage.
The first four weeks of the project was dedicated to ideation and
decision-making. This resulted in our team successfully choosing the concept
for our game and ultimately agreeing to proceed with Sprout Up!
This was immediately followed by us focusing on the core game mechanics
where each member was cooperative and contributed feedback to ensure that
our game and its mechanics was engaging to the players. We meticulously
tried to eliminate any loopholes that players may exploit and result in
ruining other player's playing experience.
Fig 1.2 - Creating and ideating the card game
In the Second half of the four weeks, the team moved from ideation to
creation where we developed paper prototypes of the game's cards. This
allowed us to perform an initial testing which allowed us to determine if
the game is playable with proper game mechanics before moving to creating
the actual cards for the game.
The initial Playtest resulted in us changing the damage of the action
cards and the number of shields and growth cards for the game, ensuring an
enjoyable experience for the players.
Week 5 - 6: Designing cards and minor game mechanic tweaks
For these two weeks, most of our time was spent on designing the actual
cards for the game, with changes applied to the mechanics according to the
initial playtest we did amongst ourselves.
Fig 1.3 - Writing game descriptions and drawing card artworks
This is the final results of our cards for these weeks, featuring pot
cards and growth cards (sunflower, bamboo, and cactus)
This week was spent on recording the second official playtest which is
played by new members from other groups.
Fig 1.6 - Second playtest with new players
Although, we did our best in guiding the players throughout the playtest,
the second round of testing showed several issues with card clarity and game
balance. The Cactus pot card buff clashed with a Season effect, causing the
plant to grow and then die immediately. Some card effect descriptions were
also confusing, and players had difficulty understanding how the Bamboo and
Corn buffs and debuffs worked.
There was also the issue of new players attacking plants too early,
destroying plants and pots that had just started growing. Without pot cards
or a lucky “Get Pot” draw, some players were unable to grow any plants,
which caused them to be locked out of a major part of the game.
In Week 12, we focused on refining the card designs where we spent the first
hour of the class decorating the cards so that it's easily recognizable by
the players and soo that Players won't take as much time reading the cards.
This makes the cards more intuitive.
Fig 1.7 - Adding artwork to action cards
Fig 1.8 - Final prototype family photo
Fig 1.9 - More testing with team members
This was then followed by the last and final playtest with both new and
returning players.
Fig 1.10 - Third playtest with new and returning players (2 each)
The 3rd test went really well, after fixing the game based on the feedback
given in the last 2 play test, The 3rd group of players found no issues with
the game.
Week 14: Presentation video and finished card game
Presentation video
Fig 1.11 - Final presentation video
Finished card game
Fig 1.12 - Inside card game box cover
Fig 1.13 - Inside card game box
Fig 1.13 - Card game content
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Reflections
In this class, his project has helped me understand how important playtesting is in game design. By watching different players play the game, I learned that some problems only appear during actual gameplay, such as unclear rules and slow pacing.
Working in a group also improved my teamwork and communication skills, as we shared ideas and solved problems together. Overall, this project helped me gain confidence in making and improving a tabletop card game from start to finish.
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