Instructions
Weekly Updates
Week 1:
Ms. Noranis briefed us on the
module, which requires us to
create a brand-new tabletop
game related to the Glucose-3
pathway. On the same day, we
were divided into groups and
began discussing ideas for the
game. However, since we didn’t
have much inspiration at the
time, we decided that each
group member would go home and
come up with one game idea
individually. Then, we would
have a meeting to discuss all
the ideas, give feedback, and
eventually choose one to
develop.
Week 2:
Test the game and improve it.
After our discussion, we decided to go with Cai
Jun’s idea. We also suggested areas we thought
could be improved. This week, we created a paper
prototype of the tabletop game for trial use and
tested it in class. Afterwards, we identified a
few bugs during the gameplay and discussed them
together to make improvements.
Week 3:
Go Out and Play
On this Wednesday, our group went to UnboxmoU to
play board games and table games. When we got
there, we chose to play Ticket to Ride. It took us
some time to study the rules, but after we got
familiar with them, we played it very quickly. We
need to think ahead and plan the route we want to
take, because as long as one of the players
occupies the route you want to pass, you need to
change the route. According to the points, the
first one to reach 100 will be the winner.
Week 4:
Feedback from lecturers
In Week 4, my group member and I dedicated
time to sit together and thoroughly playtest
the new board game we designed for our
project. This session allowed us to experience
the gameplay firsthand, identify areas that
needed improvement, and evaluate how well the
educational elements were integrated. We also
invited our lecturer to observe the session
and provide constructive feedback, which was
incredibly helpful in highlighting both the
strengths of our concept and specific aspects
that could be refined to enhance engagement
and clarity.
Week 5:
Presentation
This week we had a group presentation in class.
We shared the game concept and components and
explained how players collect ATP to win.
Overall, the presentation went well.
After the presentation, we discussed the next
steps for our project. Each group member needs
to design several cards by Sunday; after that,
we will vote to select the final design. We also
talked about the type of chess pieces we need
for the game and considered buying them from
online platforms such as Shopee or Taobao.
Week 6:
Making Our Cards!
On Sunday, we voted on the card design.
After finalizing the design, Yee Qin went to
print and laminate the cards. On Wednesday,
she brought the laminated cards, and we
started cutting them and drawing our game
board.
Game Testing
After that, we started playing our
Gluconomy board game. We realized that it
was difficult to win, and no one succeeded
because of the 18 ATP challenge. So in the
end, we decided that the player with the
most ATP would be the winner. We played for
about an hour.
[Click
HERE
to watch the full video.]
Week 7:
Playtest-Alpha
In week seven, we played games with other groups,
splitting into two groups to play different games.
CaiJun, Rogan Bong, and I were assigned to
playtest Group 7’s game, Glucose Rush, while the
rest of our team played with Sugar Heist.
Meanwhile, other groups also had the opportunity
to playtest our game, The Gluconomy, which took
about 40-50 minutes to complete. After each
playtest, we exchanged feedback with each group
and made constructive suggestions for improvements
based on the game experience, game mechanics, and
overall engagement.
Week 8:
Beta playtest preparation
There is no class on Week 08. We had
completed the feedback form for the groups
that we played.
Week 9:
Online
This week, we conducted our final iteration
online due to unforeseen circumstances. The
group that playtested our tabletop game last
week had to stop in the middle of the game
because they took too long and couldn't
finish it before class ended. We thought
about lowering the amount of glucose needed
to win the game as a result. When we asked
Ms. Noranis for her opinion, she recommended
timing the session and having the same group
perform again. If it continues to take too
long, we can move forward with the necessary
changes.
Week 10:
Continue
Developing Game Assets
This week, there were no on-campus classes.
Our group still got together to test our game
further, though. Since another group stated
that 20 ATP makes the game too long, we talked
about whether we should lower the winning
condition from 20 ATP to 18 ATP. Finally, we
agreed that 18 ATP would be the winning
condition.
Week 11:
Continue Developing
Prototyping of tabletop game generation
& project consultation
Test the game and improve
it. There is no physical class this week.
We had discussed the representative for
the playlets with bioscience students in
the group chat.
Week 12:
Final Playtest
Test the game and improve it.
This week, Cai Jun and Rogan as
representatives of our group have attended the
final playtest with bioscience students. Cai
Jun was the game master that leads the game,
while Rogan was one of the players of
Gluconomy.
During the gameplay, there’s a lot of laughter
and unpredictable drama happening within the
four players as they keep on stealing glucose
tokens from each other. Although the game
can’t be finished due to time concerns, we
enjoyed the time bonding together. The winner
of the game was the one who had collected the
most ATP currency.
The instant feedback we gained at that moment
was quite nice, but when it comes to the
mechanic review, the bioscience players
mentioned that the rules should remain
consistent and easy to understand while
suggesting reducing the side effects of
players who lose their glucose tokens from
steal cards.
Therefore, we decided to ask for Ms. Noranis’s
advice during the next class and conduct
another game trial internally within our group
to reduce frustration of players.
Week 13:
Hybrid Session
This week we went to the campus to discuss and
complete the Iterative_Playtest_Report_Template
form and asked Ms. Noranis about the steal card
issue. We made corrections to the rules and
conducted internal tests to experience the game
step by step and more accurately grasp the time
of the game. Then we assigned the task of the
final slide.
Week 14:
Presentation
This week, which is also Week 14, marked the end of our project and the day of our final presentation. It was an important for our group as we had worked hard over the past weeks to prepare and refine our ideas. On the day of the presentation, all group members arrived on time and came fully prepared. We took turns presenting our parts clearly, covering all the key aspects of our project. The entire presentation lasted around 12 to 15 minutes, during which we explained our concept, design process, and the final outcome in detail. Overall, we felt that the presentation went smoothly.
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