Postmortem


Struggles:

For Spooky Strategy the main problem we faced was the balance of engagement. When someone loses, there is no chance for them to get back into the game without being the weakest one. With being the weakest one, they are constantly targeted and essentially lose again.  This was no fun for the losing player(s) and were often done with the game after they did die. Furthermore, the speed mechanic was confusing and complex. The speed changes based off the player's stats and how much they get when the roll the die. But with both factors influencing the speed at once, it made movement overall confusing. Moreover, the "first phase" of the game was collecting body parts. This took longer than it did and made the game play boring and repetitive. Players wanted to game to be more combat intensive and stealing body parts from one another instead of just collecting and running away. This game needed to be more face paced for the players to fully enjoy it. 

Accomplishments:

Portraying the idea of the game was something that we were able to accomplish. With organization and illustration of the cards, board and rulebook, it was more approachable to play. The combat mechanic was also a fun part of the game that many players enjoyed. 


What we need to fix/add: 

Fixing the speed mechanic and balancing all the stats is a big part of the problem that needed to be fixed. We also wanted to add a death mode so when someone dies, they can do things such as possessing a player for a round and moving around them around the board, engage in combat or make them lose a body part so the loser isn't bored anymore. Adding the ability to have teams was also brought up during playtesting. This would be a great concept in the game to make it more social and engaging instead of a very tense competitive board game. 

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