2019-05-04

Testing the Workshop

April's London playtesting trip was delayed to avoid the Easter weekend, and then disrupted largely because of the London Marathon that was on the same day, but it took place nonetheless, relocating to a coffee shop up the road from the usual pub.

Once everything had been sorted out we had a great afternoon of testing. I played a nice midweight Euro and a few plays of a small card-overlapping game, both of which were enjoyable and showed some real promise. I brought along the "Steampunk Workshop" game I posted about a couple of weeks ago; it was still very much an early-stage design, but had enough about it to be playable, and I had three volunteers to give it a go.

Using a bag of resources and discs to put them on does make the game look a little like Azul.
Feedback was generally supportive, but critical. It seems that the flow of the game is pretty good, but the players had thoughts on the three main decisions you make in the game: which resources to take, how to distribute newly arrived resources, and which gadgets to claim. All of these are OK decisions to make, but in practice they are generally trivial and obvious when it comes to it.

We had a bit of a discussion about this and agreed that one issue is due to the way that I naively derived the values of gadgets from the resources used for them. I could approach fixing this by adjusting the values of gadgets according to the usefulness of the abilities they provide, but another  possible approach (which is not mutually exclusive) would be to add a level of set collection, which could make gadgets naturally become more or less valuable to players according to what they have collected so far. An extension of this (thanks to Dean for the idea being "for free"!) is that you could arrange your acquired gadgets in a tableau, and if you can match the edges of adjacent cards, there could be a bonus -- either for scoring, or potentially some sort of bonus actions or modifiers.

This last idea about edge matching has actually given me a further idea, which is kind of a development branch from this game, and I have been toying with it over the last few days.  I expect I'll be talking about that in the not-too-distant future.

The distribution of resources to the hoppers is an interesting point too, as in the game's current state, when you put new resources out, the logical thing to do is to minimise the absolute value of the resources in any given hopper where you can.  This is possible because the resources are set up to have distinct values, both in terms of rarity and what they contribute to the victory point value of gadgets they buy.  The point above about making gadgets have different values according to circumstance could at least partially address this, but we also had some discussion about how resources get delivered to hoppers, which could be more random (no player agency in this part), or follow a set path, maybe with a "supervisor" figure circling the hoppers, indicating where the next delivery is placed. Another possibility would be to "recycle" resources as they are spent, putting them back into hoppers.  All of these could be a big improvement in available decisions, so I plan to try out some variants along these lines.

In the meantime, though, I'm temporarily diverting course to the "edge matching" tableau game to see where that goes. It is entirely possible that this could merge back in with the resources-in-hoppers game. We shall see...

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