#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…

#Ajoobaa Prototyping

After making the concept prototype that in itself helped me form my game better with a gush of ideas for rule sets etc, I proceeded to make my aesthetic prototype as above. This had a pack of 52 cards: 7 old wonders, 7 new wonders, 21 finalist monuments that were voted as part of choosing the new…

#FallFinal The Name AJOOBAA

After going through my mind map, my ideas, the design rhetoric, goals and understanding the design values of the game, I want to choose my name for this game. The name for such games should be catchy, marketable and something that sells or connects with everyone in hopefully most contexts. For me, it should also…