I have three stories about receiving game feedback to share today: Two Unpubs and one blind playtest.
Unpub 3 in Delaware: Chaos & Alchemy
I learned last week, to my surprise, that my first game, Chaos & Alchemy, was available to try at Unpub 3 this past January in Delaware. As you may know, Game Salute is in the process of getting ready to publish Chaos & Alchemy, and they were apparently at Unpub 3 with games in tow, including mine. I had no idea it had been available there until this past week, when John Moller, the Unpub coordinator, mentioned that he had some feedback forms from Chaos & Alchemy from that event. How cool!
There were only two forms, but the players seemed to get the game easily and to have a good time with it. My favorite was the place on the second form where the player mentioned liking the game, and listed “Random / dice games” as his/her least favorite type of games. If you hate random/dice games and you still enjoyed Chaos & Alchemy (which is very random and uses lots of dice), then it’s a good game. 🙂
Blind playtest feedback: Alchemy Bazaar
I’m not going into a lot of detail on this one, but I sent a copy of Alchemy Bazaar to a friend in Florida for blind playtesting. That is, I sent a copy of the game with the rules and all of the components and asked my friend to try it with a group, without me providing any input beyond the rules as written.
There’s no easy way to put this; it didn’t go well. When I’ve taught the game in person, it’s been a big hit all around. But the blind playtest just didn’t work, and it was almost entirely because of the rules. Lesson learned: I need to get much, much better at writing rules. I’m working hard on this, and I’m confident that I’ll get the rules to where they need to be. If I have any blog readers who are interested in giving my updated rules a read-through and providing feedback, let me know in the comments! I’d love the extra set of eyes on the rules.
Unpub Mini Enchanted Grounds: Alchemy Bazaar
The most fun bit of playtest feedback I’ve gotten recently at Unpub Mini Enchanted Grounds, which was an event this past Saturday at my friendly local game store. I was basically the organizer of the event, as well as a demonstrator of a game. We had six games going at a time: five designers who were there for the whole six hours, and a pair of designers who traded off the first six hours and the last six hours (so, a total of seven games).
Things started off a bit slowly, and I played the role of host, talking to people who came into the store and shepherding them to games that they would likely enjoy based on their preferences. Eventually I got to start demoing Alchemy Bazaar, and had the chance to run a total of three games.
Two of those games were won by a guy who had first tried the game the week before at Tabletop Game Day. He liked it so much that he came back this week and played it twice more. Definitely a good sign!
The feedback forms from this event were very positive. One of the games ran a bit longer than I would have liked, and that was reflected in one of the feedback forms, but that’s fine; I can tweak the length easily enough.
Unpub Mini was a rousing success for all involved, I think. Lots of players came through the store to play lots of games. Some, like Mighty Heroes and the Monster Zone, were very polished in terms of production values and will soon be on Kickstarter. Others, like my own Alchemy Bazaar, were in earlier prototype stages, but still complete games. I didn’t get a chance to actually play any of the other games, but I at least got to talk to the designers and learn how the games work.
Frankly, I’m just happy to have met some other local board game designers! I think we’ll be getting together again in the not-too-distant future.
Dealing with feedback
Through this process, I’ve learned some lessons about productively dealing with playtest feedback. The positive feedback is useful because it tells you what elements of the game are working, so that you can be careful not to change those too much. The negative feedback is even more useful because it tells you where you need to focus your efforts. I’ll admit that I took the negative feedback hard and was feeling pretty down, but I eventually buckled down and fixed what was broken (or at least worked hard to fix it; I don’t know how fixed it is yet).
So, through it all I think I’m continuing to grow as a game designer. That’s the hope, anyway!
Michael Iachini, the OnlineDM