An integral part of designing a game is following user-centric principles and iterating in order to provide the player with the best possible experience. However, some games have difficult components that are expensive in both money and time in order to iterate upon. This was the case with the game that I am the lead developer on that will be on Kickstarter later this year. Tiny Trees is a competitive Tree-building board game where unlike a large number of board games, it doesn’t lie flat on your table, but instead becomes a physical object in three dimensions. As you grow your tree, you have to try to earn the maximum number of points while also literally balancing your tree so it doesn’t collapse.
The game consists of 42 hexagonal cards that you slot together in order to grow a physical three dimensional tree. It was extremely time consuming to iterate on these components since the prototype needed high quality cardstock and had to be cut out by hand and individually drawn on. As such, the design process had to be predicated more on math and statistics rather than continuous playtesting in order to not waste valuable resources.
We had to determine what arrangement of cuts in the cards we wanted. The very first prototype had cuts on all six sides of the hexagonal cards, but I found myself growing roughly the same tree every time since there was no restrictions on what I could grow. Additionally, if each side of the hexagon had only one slit to reduce complexity, each side would have only two states: cut and not cut, represented below with a six digit binary equivalent.
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