Game Documentation #3 Freezing Folly

Connor + Reese Collab Game

Game Rules

The Game Setup

Game Piece Details

Design Iterations

  • Cartoonish art style, with a color spunk appealing to the eye. Illustrations correlate to the theme, with cool colors representing ice, water and snow. On the iceberg board, the skulls represent a game over, and the deeper the water, the darker the blue. Design is kept simple, advocating towards a unique feel to the playing experience.

Changes Made Overview

  • We were focused a lot on the graphics of this prototype, which is why our biggest change came from a design iteration. This change involved what the character board would look like. The first idea was a sunken pirate ship but changed when we settled with the iceberg. We adhered to the story of the game, which involves pirates seeking refuge on an iceberg when their ship has crashed. Besides, it was convenient to shape the iceberg into three columns for the players.

Changes to Make Overview

  • As with most of the games, a major change will include clarifications within the rules. This includes more examples, in order to put things into perspective for the players. I feel as if the rules are very short in explanation, so increasing each rule specifications will result in more player comprehension. I have to keep in mind, it’s always best to keep things short and simple, in order to avoid confusion when understanding the rules.
  • The design for this game can only get better, and we have changes we’d like to incorporate. For starters, the iceberg game board needs to be on a solid foundation. This can include any type of board for the paper to stick onto, increasing durability. With a solid foundation, players don’t have to worry about playing on a flimsy paper, but rather on a flat board.
  • A thought we have had was an incorporation of difficulties. There could be a potential “easy” “medium” and “hard” mode, allowing players to alter their experience. It is a matter of how we can incorporate these ideas into our rules.

Thoughts and lessons learned from playtesting

  • One thing I’ve learned during this type of playtesting has to do with the capabilities of the player. Our game relies a lot on memorization, which can be a niche skill for gatherings of people. Now we can assume anyone playing our game has adequate memory, but how can we make this appeal to those who have poor memory? Little considerations like these diversify the playing experience, allowing anyone to have fun.
  • Another thought we have had during our playtesting is how we can make this game more complicated. Watching players interact during the game seemed awkward, and it was only a matter of people taking turns guessing. I think that we can think of ways to make the game more intense, raising the stakes. As long as the players had fun, that’s all that matters. However, I want to see this game go beyond basic interaction, giving people more to talk about their playing experience.