#Ajoobaa Critique and Credits

Critique Tested on 22-30 years old only so far, so why say its a game for 13 years and older? The Merge Cube itself is made for 10 years and above. Indeed 13-20 years is a safe assumption for now. Why do you need the cube?  Why not more AR than just show the wonder in…

#Ajoobaa Final Rule Set

  While I am calling this my final rule set for now, “Playtesting never stops” – Valve, and so this may evolve. Game Outcomes Importance of Pyramids – The Pyramid card Richness of Greek culture – Multiple old wonders, with flag of Greece Right speed of game and spirit is with 7 players Three guessing cards…

#Ajoobaa Aesthetics

My aesthetics inspiration mainly sprung up from the Merge Cube itself that perfectly complimented my concept and my game design values. Also, the jingle that I made to help add to the experience packaging of the game and to help users understand the essence of the rule set better was the main factor in defining…

#Ajoobaa Evaluations

Here are my observations and highlights of Valve’s Approach to Playtest with evaluation of my playtests This was similar in process to John and Colleen’s Game Design and Play. Traditional Playtest Methodologies that I included were direct observation and verbal user suggestions. Playtesting goal for me was ‘Fun’ and ‘Experience’ and nothing else, as described in…

#Ajoobaa Process and Playtests

As shown above, the process went with an iterative approach of ‘Conceptualize, Prototype, Playtest and Evaluate’. I have done my conceptualization and prototyping, that reached a constant point, and then I had to playtest. Keep in mind, that while the concept, theme, physical cards, and game components are constant or can be worked on with…