- Played on a board made of a Rubik's cube.
- Played with pawns consistent of multicolored dice.
- Played with cards used to allow the player to rotate the cube.
- A turn based game that allows players to move or draw a card per turn.
- Won when a player gets to the opposite corner from their spawn.
To view a more thorough documentation of the rules and for the game's backstory visit the Interdimension prototype page here.
Before going into depth I want to preface these plays with some information about how smoothly the setup went. I won't be discussing the setup here because the I found it to be really smooth during all of the tests. To understand the setup, please refer to the above rules link.
This was the first iteration of Interdimension. It only had 5 cards:
- Turn cube right
- Turn cube right
- Move over a space that is not your color
- Rotate cube backwards
- Rotate cube forward
The game on this iteration only lasted 5 rotations (for a total of 8 minutes). The main reasons for this included:
- The cube rotations that Player 1 made enabled player 2 to reach the exit portal quickly.
- Player 2 prioritized moving.
- Player 2 drew the move over a space that is not your color to win the game. (This was obviously in need of a fix)
- It seemed there were not enough movement opportunities for the player who was behind.
After this play, only a few mechanics were changed because I wanted to playtest it more before actually making drastic changes.
- All pawns could now move on white, white players could now draw 2 cards instead of 1 because they were at a movement disadvantage.
- A numbered card was used to designate rows and column numbers.
Player 1 (BLUE) was moving toward the bottom right corner, and my partner (RED) was passed out from exhaustion by the 3rd move.
The numerical system seemed to be rather helpful in keeping track of player position after cube rotations however the wording in the game seemed to be a tad confusing (Rotate cube backwards for example was intended to mean rotate columns backwards, but instead was sometimes interpreted as rotate the entire cube backwards.)
This game was also won by the Move over a space card, which I determined at this point to be too powerful.
Play 3 & 4
These were played with other friends, after which I had enough information to make the changes present below (These were primarily informed from Play 2 and 4).
Changes made from this iteration:
A new set of cards was made which put the card count to 14, these can be viewed on the above linked rules page. A modified version of the move over a space card was included that specified that a player could not win the game with its condition.
Herein lies the second play test in class:
During this test the new cards were used and worked out rather well, the game play time jumped from roughly 7 minutes to the target window of 15-30, falling on the lower end of that spectrum.
The last 2 moves of this game were:
Near the final move, one player asked what would happen if a player moved onto the same location as another. This question created a new rule:
- Players who land on the same space have an option to roll the dice to determine combat outcome. The lower rolling player goes back to their spawn.
It also enticed me to revisit the cards and terminology in the game.
Changes that will be made in the next iteration include:
- Differentiating Rows and Columns
- Attempting to find different terminology from rotate forward and rotate backwards.
All in all, this game grew to be quite mature in the tests that I played. I still see some substantial room for growth such as better fitted pieces, and potentially a 4x4 or 5x5 cube.
Many of my playtesters actually enjoyed themselves playing it, despite all of my images having them face down or not smiling.
And as a general rule of thumb, I generally won't play a game (even one I made) as much if I don't much enjoy it, but Interdimension compelled me to play it frequently.