I was able to playtest the updated rules much sooner than I expected, and it gave me a lot to think about. Feedback can be hard to hear sometimes, but it’s exactly what you need to make things better. This time, I got a mix of reactions that will help me fine-tune the rules, adjust the components, and improve the game’s overall flow.

It’s always interesting to see how players interact with what you’ve created, and this session was no different. The feedback covered everything from how the game plays to how it feels in your hands. Now, I have a clearer idea of what’s working well and what needs some changes.

So, let’s dive into the feedback I received and see how it will shape the next version of the game.

1. Feedback on Game Mechanics

Movement Rules
One of the main complaints was about the repetitive backtracking between tiles. This was frustrating for players and messed with the game’s flow. To fix this, I’ve updated the rules to stop immediate backtracking, which should make the gameplay more dynamic. I also thought about changing the die used for movement—from a D6 to a D3—or even getting rid of the die entirely. However, I think the randomness from a D6 adds some valuable unpredictability. With other rule changes, the D6 might work better, so I’ll stick with it for now and keep testing to see how it goes.

Game Length
The game’s length was another concern. Some players felt it dragged on, especially when the board setup led to repetitive actions. A longer game can be fine if it stays engaging, but a stalemate or slow progress can ruin the fun. I think the problem might be with the types and numbers of tiles in play, which directly affect how the board works. This needs more research and testing. I’m not sure what the solution is yet, but it’s clear that the balance of tile types needs to be carefully thought out to keep the game pace exciting.

2. Feedback on Game Components

Central Tile Design
One suggestion that stood out to me was the idea of using a larger central tile. I originally designed the central tile to be the same size as the others, thinking it would simplify manufacturing and keep a uniform look. However, I realized this might have added to some confusion during gameplay since the board could become disorienting without a clear focal point.

Now, I’m considering a larger central tile that could act as a fixed anchor on the board. This tile would give the game a stable structure and help guide the flow of play. It could also reduce the chaos that sometimes comes from a fully customizable board. With a clear starting point, the larger central tile could improve both the strategic depth and the overall clarity of the game.

Playmat and Component Clarity
Several players mentioned the need for a playmat to stop tiles from shifting during gameplay. While it’s a simple fix, it could be a bit costly, but it would greatly improve the physical play experience. Additionally, there were suggestions for clearer token identification, like attaching tokens to pawns or finding another way to show who has possession. One player even sketched out a few ideas for custom pawns, which was pretty exciting! Improving these components is key to keeping the game intuitive and making sure players don’t get confused during play.

3. Feedback on Theme

Theme Considerations
The theme of the game sparked a lot of discussion during the playtest, with suggestions ranging from a beehive theme to an industrial, metal-and-chain aesthetic. While these ideas are intriguing and show the players’ engagement, my primary focus remains on perfecting the game mechanics. I believe that once the core gameplay is solid, the right theme will naturally emerge to complement it.

That said, I appreciate the suggestions and am keeping them in mind as the game evolves. As the mechanics continue to take shape, I’m open to exploring different thematic directions that best align with the gameplay, ensuring that both elements work seamlessly together.

4. Feedback on Player Experience

Engagement and Enjoyment
The theme of the game sparked a lot of discussion during the playtest, with suggestions ranging from a beehive theme to an industrial, metal-and-chain aesthetic. These ideas are intriguing and show just how engaged the players were. However, my main focus is still on perfecting the game mechanics. I believe that once the core gameplay is solid, the right theme will naturally emerge to complement it.

That said, I truly appreciate the suggestions and am keeping them in mind as the game evolves. I want to make sure that when we do settle on a theme, it enhances the gameplay rather than just dressing it up. As the mechanics continue to take shape, I’m definitely open to exploring different thematic directions that best fit the game, ensuring that both the theme and gameplay work seamlessly together. It’s exciting to think about how the right theme could elevate the experience even further.

Reflections

The best advice I can give—though it’s easier said than done—is to accept feedback with an open mind. It’s normal to feel a little defensive when someone points out flaws in something you’ve worked so hard on. Hearing criticism isn’t always easy, especially when you’ve spent so much time imagining, designing, and tweaking your creation. It can feel personal, like they’re critiquing your creativity and effort, not just the game itself.

But this playtest reminded me that feedback is important for growth, even when it’s tough to hear. It helps you see the parts of your design you might have missed. It keeps you grounded and helps you step outside of your own ideas. Instead of seeing criticism as a setback, I’m learning to see it as a helpful guide—something that shows where improvements can be made and how the game can grow. Every suggestion is a chance to make the game better, cutting away what doesn’t work and improving what does.

Of course, not all feedback needs to be acted on right away. The tricky part is figuring out what’s most important to change and what can wait. Some feedback leads to quick changes, while other ideas might be saved for later. But all feedback matters, whether it confirms something you suspected or points out something you hadn’t noticed.

Overall, this playtest was a good experience, not just because of the feedback, but because it reminded me why I love the design process. I’m thankful to the players who took the time to play the game and share their thoughts. Their input gave me new ideas and a fresh outlook. I’m excited to make these changes and move the game closer to where it needs to be, creating a more fun and engaging experience for everyone who plays it.

Posted inGame Design Journal
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