LAMOverse’s first playtest: three chaotic, happy minutes
Context: The day before, the studio had been discussing whether an artist would stay and how card-game development would continue. Today: On Tuesday, the team played an internal version of LAMOverse. Impact and next steps: The first internal playtest gave the team a shared memory of actual play and something concrete to discuss: where the game felt chaotic and where it made people laugh.
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Context: The day before, the studio had been discussing whether an artist would stay and how card-game development would continue. Today, the team turned to LAMOverse’s first internal playtest. The immediate question was whether a three-minute round could be fun.
Today: On Tuesday, the team played an internal version of LAMOverse. Each round lasted three minutes. It was chaotic, but everyone had fun. The testers expressed both reactions without treating “fun” as proof that the game was finished.
Impact and next steps: The first internal playtest gave the team a shared memory of actual play and something concrete to discuss: where the game felt chaotic and where it made people laugh. The three-minute rounds were worth refining. Next, the team would collect the sticking points and decide what to adjust first.