Part 1
New combo meal is a success
Collect $200 | New combo meal is a flop
Lose $200 or fire a cook | Dirty restaurant leads to customers going elsewhere
Give other player $200 or fire your janitor | Other restaurant has hair in their food
Other player loses $200 |
Everyone wants a burger today
Collect $400 | Restaurant receives a B rating
Lose $400 and dismiss an employee | Other restaurant’s commercial is playing at your restaurant
Give other player $400 | Fight breaks out at other restaurant’s parking lot.
Other player loses $400 |
Food critic praises your cheeseburger
Collect $600 | Your ice cream machine is broken
Lose $600 | Your employees are being rude to customers
Fire two employees (If three or less employees are employed, ignore card) | Other restaurant runs out of chicken. Outrage occurs
Other player loses $600 |
Stock of restaurant soars up
Gain x2 money from employees for your next turn | Corporate is downsizing your restaurant
Lose ½ of your money or fire 1 employee | Employees are calling in sick and you’re understaffed
Lose ½ of money earned from employees on your next turn | Other restaurant has a fake meat scandal
Other player loses ½ of their money |
Lil Jimmy loves new play area at restaurant
Gain $200 | Famous rapper collabs with restaurant
Gain $800 | Everyone got kids meal with correct gender toy
Gain $400 | Plant based burger brings in Vegans
Gain $600 |
Surprise health inspection!!!
If janitor isn’t employed, receive no income from employees next turn | Surprise health inspection!!!
If janitor isn’t employed, receive no income from employees next turn
| Surprise health inspection!!!
If janitor isn’t employed, receive no income from employees next turn
| Surprise health inspection!!!
If janitor isn’t employed, receive no income from employees next turn
|
Lvl 1 Cashier Hire:$200 Gain: $100
| Lvl 2 Cashier Hire:$400 Gain: $300 | Lvl 3 Cashier Hire:$800 Gain: $500 | Lvl 4 Senior Cashier/ Cook Hire:$2000 Gain:1200 |
Lvl 1 Cashier Hire:$200 Gain: $100 | Lvl 2 Cashier Hire:$400 Gain: $300 | Lvl 3 Cashier Hire:$800 Gain: $500 | Lvl 4 Senior Cashier Hire:$2000 Gain:1200 |
Lvl 1 Cook Hire:$300 Gain: $200 | Lvl 2 Cook Hire:$600 Gain: $400 | Lvl 3 Cook Hire:$1200 Gain:$800 | Lvl 4 Master Chef Hire:$2400 Gain:1500 |
Lvl 1 Cook Hire:$300 Gain: $200 | Lvl 2 Cook Hire:$600 Gain: $400 | Lvl 3 Cook Hire:$1200 Gain:$800 |
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Lvl 1 Cook Hire:$300 Gain: $200 | Lvl 2 Cook Hire:$600 Gain: $400 | Lvl 3 Cook Hire:$1200 Gain:$800 |
|
Lvl 1 Janitor Hire:$300 Gain: $200 | Lvl 2 Janitor Hire:$600 Gain: $400 | Lvl 3 Janitor Hire:$1200 Gain:$800 |
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Part 2
Group #11
Game Summary: Fast Food Simulator is a simulation type board game where two players manage rival fast-food restaurants, and each player must find the most efficient way to make more money than the other. However, in the fast-food business, troubles are always stirring up, and both players will have to adapt quickly to events outside their control as a restaurant manager.
Target Audience: The player type that our game is targeted towards is competitors since the only way to win the game is to reach the goal amount of money before the other player. The interaction pattern of the game is player vs. player where there is a total of 2 players playing. Our target audience is college students and the game will appeal to the demographic because we added components of the game that call on college student's managing and financial skills. We also added humor to some of the event cards that would appeal to the average college student.
Problems Encountered: Some problems we encountered during the iterative design process was that we had to keep on changing the values on our components. For example, some event cards were unbalanced and would either give players an unfair advantage or disadvantage. It took multiple playtests to find a good balance for our cards. We felt that the event cards were taking over the game and were overshadowing other features of the game.
Task Completion: We were able to complete all the formal elements of the game and got a little into the dramatic elements but didn't get as far as we were hoping. My partner made an improved player board that the players will find more visually pleasing compared to our first edition. What we wanted to do was give each employee a character since we felt it would give the game more personality that would appeal to the player. Luckily, it wasn't a required part of our game; instead a want.
Solutions: At times, we couldn't meet at the same time to work on the rule sheet, so we would find another day at an earlier time to make up for the lost time. This was effective for us since we would have productive meetings and would brainstorm ideas with each other. With multiple playtesters, my partner and I were finally able to find a good balance with our game's card values. It was rough at first, as playtesters were struggling with the game, but they made us realize the changes we needed to make. We were able to make the changes based on the feedback we received. The management went well as we did our parts and came to agreements with would work best for our game to appeal to the players.
Change Going Foward: What I would change about my development process going forward is doing more brainstorming. I think we would've reached more original ideas if we did more brainstorming.
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