Game Log 3 - Imagine
Feedback on Our Product
We received feedback indicating that our game lacks clear goals and consequences. Specifically, there is a need for players to understand: What the objective is, What the consequences of their actions are, Whether they can "win" the game.
Additionally, our integration of EU values needs to be more apparent.
To address this, a suggestion was made to include a "civilization bar", allowing players to see the impact of their decisions.
Implementation of Power Bar and Freedom Bar
We have decided to implement two bars that act as the player's "life wheel", providing a visual representation of their decision-making:
- The Freedom Bar reflects democratic decisions.
- The Power Bar reflects authoritarian or dictatorial decisions.
If the Power Bar drops below 50%, the game ends. If the player maintains a Power Bar above 50% throughout the game, they win.
At the end of the game, a narrative description of the player's legacy will be displayed, which will be influenced by their final percentage on the Power Bar.
Our EU values will now stand out more clearly by making this a game where players "win" by making the most undemocratic choices, even though they may feel compelled to act otherwise.
Artistic Feedback & Surrealism
Another key piece of feedback suggested incorporating more artistic elements and making the game feel more surrealistic.
One suggestion was to add eyes in the sea, looking up at the dictating land.
We find this idea compelling and are considering implementing it in the game. For now, it is placed on our "nice to have" list.
Consequences of Player Choices
There was also feedback on how the player's choices impact the game world and how those consequences should be more visible.
We are eager to implement this idea, but due to time constraints, it has also been placed on our "nice to have" list for future iterations.
General Reflection on the Feedback
This feedback has helped us gain a better understanding of areas we had not yet fully developed. It has clarified which features are essential and which would be nice additions.
Following the feedback, we reflected on how to make our mechanics more transparent and decided that the Power Bar and Freedom Bar would be the best way to achieve this.
Citizen Experience Mapping & Playtesting
We used Citizen Experience Mapping to analyze how players would experience the game. This will be an important tool for our final playtesting phase. (We did not have time to conduct a playtest yet.)
Key Changes
The most significant change made during today’s session was the decision to implement the Power Bar and Freedom Bar based on our value feedback.
This also led us to finalize: How the game ends (whether players can win or not, and how that unfolds). A confirmed visual design concept (image).
These changes have helped us establish a clearer game structure, making it more engaging while ensuring that its core values remain prominent.
Get A Week Of War
A Week Of War
Status | Released |
Author | GameJam2025 |
More posts
- Game Log 4 - Creat3 days ago
- Game Log 2 - Play5 days ago
- Game Log 1 - Experience6 days ago
Leave a comment
Log in with itch.io to leave a comment.