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Epic Food Battle - A Debut Design

It was a fun process coming out with the ideas as it is basically a love letter from me to food. After I came out with the main story and game mechanic for the game, I pitch my game during a game pitching session with my team member. A lot of new ideas and features are soon introduced to the game by other team members which provide more depth and fun to the game. We soon conducted 3 in-class test session and several self-test session, we were able to come out with many more version with many improvements made based on the players' feedback and discussion.

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Our team will try to conduct a meeting once a week, we focus on the game mechanic and gameplay for the first few session as we receive too much suggestions. The first version of the game took long to finish as the challenge card are too difficult to succeed and the game is too difficult at the beginning. The situation causes a domino effect where players can't succeed the challenge card and then they can't collect ingredient or cook, therefore cause the whole game to be very stale. We decide to add in beginning ingredient and money for the players and remove the difficult challenge card from the card pile at the beginning of the game. With these modification, players get more space to gather resources for the beginning phase of the game which allow the game to have more chance to progress.    

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For the second test play session, feedback from the players are mostly on the Bomoh and the tempo of the game. Players don't feel the existence and the threat of the Bomoh which make the gameplay too plain and get bored as time progress. We decided to add in the Bomoh as a real threat and created the Rise & Shine and wrath phase which increases the intensity and pace during the later phase of the game.  With the improvement, our game now has much more depth which allow the game to progress with increasing difficulty.

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We have a big discussion about the game component and tokens for the later part of the assignment, we want to create game component that are able to connect to the player and let them feel like a part of the game. The artist then started to work on the game asset as we think it is one of the most important part of a board game. The art style focuses on contrasting on the token and the board itself. The tokens is in a more cute way so that it give player a sense of hope while the tiles for the board are darker in tone in order to show it's intensity.

Sometime a tiny design decision changes the whole game

Very comical and fun vibe

More grime and gritty feel 

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