Strike Force Playtest

  • What was the most frustrating moment or aspect of what you just played? At first, there was no reason for us to not just play all of our combat cards and almost kill the other players in one turn. I think there needs to be an opportunity for more strategic decisions. 
  • What was your favorite moment or aspect of what you just played? I liked the pixelated art style. Although this type of game isn’t my favorite, I could see it working for your target audience. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have a better way to keep track of my HP, rather than just keeping track of it on a piece of paper. I also wanted to have a store of ammo so that it isn’t just deciding how much ammo you want to use and it essentially means nothing because there was no penalty for running out. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would want a lot more strategy in the game.
  • What should be improved with the next version? A couple suggestions that I have, in addition to what I already mentioned, would be to include a 3, 2, 1 and then lay down the cards, a better way to keep track of bullets and ammo (physical bullets like in Bang?), make sure that the cards aren’t see-through. I would also work on some of the mechanics so that players can have more strategy. I wonder, too, if there are some fun physical elements that you can incorporate to enhance the experience, aside from the cards. 
  • Describe the game in 3 words. Competitive, team combat

4 Replies to “Strike Force Playtest”

  1. This sounds like an interesting game! I think you described it well. Whose game is this? Having a different way of keeping track of points sounds smart. I’d be interested in testing future iterations!

  2. I like games that have a combat mechanic in them. Strategy is important for games like that, so I can understand the importance of your suggestion in implementing more strategic gameplay.

    1. I agree that strategy is really important in games like this. With the first playtest, we didn’t really have to strategize a whole lot, but with further refining I think that this game could really involve some strategic thinking

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