I have finally had time to get this post up after three busy weekends. The first weekend in April, we had a successful time at Midwest Gaming Classic in Milwaukee Wisconsin.
Thank you to all the friendly folks that stopped by to play X%Pert at Jeff Lee's, Tom Malinowski's, and my table in artist alley.
I returned to a full week of day-job work, and then was off the following weekend to C2E2, in Chicago Illinois.
Thank you to all the wonderful friends who tried X%Pert at Jeff Lee's and my table in Galloping Ghost Arcade's booth. Also, a very big thank you to Galloping Ghost Arcade for letting us tag along and use some space in their booth, and a thank you to the gracious hard workers there who helped us haul and setup some of our display.
The third weekend was Easter weekend, so I was occupied with church services and family all weekend.
At both events, when asked about improvements, most people who played X%Pert thought the game was pretty good, and couldn't think of anything it needed. But watching people play provided valuable unspoken feedback.
After some instruction on the first level, everybody was able to understand how the tile matching works. However, it was interesting to see that certain people picked up the mechanics intuitively right away. There seems to be a certain brain type X%Pert's puxxling caters to. Perhaps there's a study to be done there.
A few things I will be looking to add to X%Pert are:
Thanks for reading!
Another day, another- Um, 3 months.
Progress has been a little slow, if you couldn't tell. However, some little improvements that are big deals have come through!
In the last post I made a list of things that needed to be added after observation during MGC and C2E2.
I'm happy to report that three have been checked off!
Now only three of these features remain to be implimented.
However, numerous other ideas that only exist in Mr. Lee's and my heads will need to also get implimented and tested.
Start tiles are now indicated with holes drilled in the middle of them.
Don't worry! We didn't forget about the colorblind gamers.
When players try a tile and it doesn't match, oftentimes the tile gets set right next to the Puxxle.
This can lead to many "Junk" tiles surrounding the Puxxle, convoluting it's location.
Some players were struggling to find the Puxxle amongst the mess, so it was suggested to ephasize the Puxxle when it's surrounded by a lot of tiles.
This has been resolved with a Puxxle highlighter that shows whenever a player is flying on a tile.
Lastly, an easy mode has been developed that locks tile rotation and limits the tiles on the grid to make it easier for beginners to pickup the matching mechanic before attempting to learn the rotating strategies.
Now we're down to just:
-And whatever else Mr. Lee and I come up with!
See you again in the future!