Clash in the Deli part 4. Listening to feedback.

I haven’t been idle in the month since the expo; in this post I will write about this period.

 

 

At the exhibition, players filled out longer, detailed questionnaires. Some even shared their insights verbally. After evaluating these, the most common feedbacks were the following:

  • There should be more interaction between players
  • Fewer small rules and exceptions
  • Shorter menu card
  • Clarification of round/turn concepts

Additionally, there were several minor observations from the testers, for which I am also grateful. So, in the week after the expo, I sat down with Excel again and started working on solutions for the  problems. I also experienced a major breakthrough when I finally managed to create an accurate mathematical formula for calculating extra points for “Classic” sandwiches. Although prototype testers did not mention this, I had been bothered by a problem related to the game for a long time. The fact that players always make the same sandwiches (there are only 11 kinds on the menu) reduces the game’s variability, making it less replayable. It also bothered me that some sandwiches and ingredients in the game were not entirely “deli”-like, thus slightly mismatching the game’s theme.

After two weeks of research and iteration/testing, I believe I have managed to address all the issues. Here are the new changes:

Several ingredients were removed (Wrap, Hotdog sausage, Ranch dressing) but were replaced with more fitting ones for the Deli theme, such as Pastrami (meat), Provolone cheese, Hoagie Roll (a type of bun). I also made significant changes to the spicy ingredients (bonus points at the end of the game for collecting the most).

The menu is gone now, it was replaced by sandwich recipe cards. These come in three categories: deluxe, premium, and standard. The categories refer to the difficulty of preparation; deluxe sandwiches are harder to make due to the rarity of their ingredients but are worth slightly more points. Premiums are a bit easier, and standard sandwiches are generally not too difficult to make. At the start of the game, you lay out 2 (deluxe), 2 (premium), and 3 (standard) of these recipe cards in the center, and extra victory points are awarded for these in that particular game. This design killed two birds with one stone. Firstly, the quasi-menu card was shortened from 11 to 7. Secondly, the game’s variability increased: a total of 24 recipe cards were added (10-7-7 per category).

To increase player interactions, a character ability from the previous version was given to every player. This character could snatch an ingredient from another player by discarding an action card from their hand when someone was about to take it from the center. Essentially, they could use their action cards in two ways: play/steal. This ability became universal for all characters, renamed to bidding/bidding war. I tweaked the mechanic so that in the new version, the original player can still keep the card if they discard an action card too. If the “stealer” still wants the ingredient, it will cost them another action card (so a total of 2), and this can go on until all 5 action cards dealt at the start of the game are discarded. Written down, this might sound complicated, but the mechanism is actually very simple. This way everyone can somewhat interfere with each other’s turn, ensuring no one is guaranteed to get any centrally distributed sandwich ingredient. Or at least, they will have to fight harder for it! 🙂

Another new feature that increases player interaction is the Panini press. Some sandwiches on the recipe cards only give a bonus if they are toasted. In the imagined kitchen where the game takes place, there is only one panini press, and using it costs an action. The interaction arises because as long as someone is using the press (until their turn comes around again), no one else can use the machine. So, towards the end of the game, you need to be careful not to leave too many sandwiches yet to be toasted in front of you, or else you might miss out. I think this little innovation also fits well with the game’s theme.

The rulebook didn’t get much shorter, but a few small exceptions that unnecessarily complicated the game were removed. I also introduced an icon that I placed next to rules recommended only for advanced players who have already played a few games. So, those who want to play a lighter version of the game can skip these rules. It’s also recommended that the introductory first game be played without these rules. By gradually introducing more complex rules, the game might be easier to learn.

I also rephrased and shortened the text on the cards, and I added a few new icons to help with this issue.

Although I haven’t had much time to test the new version, I almost immediately felt that it became a much more enjoyable and replayable game. I feel I’ve reached the next level for this project: I will ask professional testers to play the game. In recent days, I have contacted the team at kicktester.com. It will be exciting to hear the opinions of experienced professionals about my ideas. This process will likely take 1-2 months, but I eagerly await their feedback. In the future, I will write about this period and about finding the project’s illustrator. I don’t want to jinx it, but I think I may have found the perfect candidate for the job! 🙂

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