We are required to present our final board game prototype to the client. The
purpose of this presentation is to communicate our design outcome clearly
and demonstrate how the game works in its completed form.
During the presentation, we are expected to gather feedback from the client.
This feedback focuses on identifying potential issues, areas for
improvement, and any design aspects that may affect gameplay, clarity, or
user experience. The insights collected will help us evaluate whether the
board game meets its intended objectives and real-world usability.
Client Presentation
For this task, we conducted
two presentation and playtesting sessions. The first session was presented to the
original game creator’s team, while the second session involved
university students from a related field (economics and finance).
In both sessions, we presented the
game concept and gameplay flow, followed by a
hands-on playtesting session. After the gameplay, we gathered
direct feedback to identify
any
areas for improvement, unclear rules, or overlooked issues
in the game design.
1. Original Creator Team
Fig1.1 Client Presentation 1
The first client presentation was conducted with the
original creator of the board game and their team. We presented our
refined version of the game, explaining the updated
concept, board structure, and gameplay flow.
The team participated in the
playtesting session and
provided
positive feedback on the
overall design clarity and visual direction. They highlighted that the
separation between the
main board and personal boards
made the gameplay
clearer and less confusing.
Some feedback was also given regarding
rule differences and token handling, which can be improved through clearer rule definitions.
2. University Students (Economics Related)
Fig1.2 Client Presentation 2
The second client presentation was conducted with
university students from related disciplines, mainly
economics and finance. We
introduced the
game concept and gameplay mechanics, followed by a
playtesting session to
observe how new players understood and interacted with the game.
Overall, the participants responded positively to the
visual design and theme integration. The feedback highlighted that the game was
engaging and easy to understand, though some suggestions were made regarding
board clarity, token placement, and visual emphasis. These insights helped us identify small refinements that could further
improve the user experience for first-time players.
Feedback from client
1. Original Gameplay Creators ( Tan Yee Qin & Her Team )
Overall rating given 10/10
Overall, we really like the pastel-toned colour scheme and the cute, themed
layout of the boards and all the components, especially the mascot, which is
really adorable! These elements left a very good impression on us. The design
is very creative, particularly the decision to separate the base camp, daily
stock, and investment areas from the main board. This makes the gameplay
clearer and less confusing compared to the version we developed. Moreover, the
game successfully integrates biological science concepts into the overall
design, allowing players to better understand that the game is not only
related to economics but also closely connected to biology. This combination
helps reinforce the educational value of the game while keeping it engaging
and visually appealing. Great job and we really like it very much. :)
However, during the test play, we noticed several slight differences
compared to our previous experience with the game, such as the function of the
power card “Insulin Attack,” the amount of glucose converted to ATP per round,
the 15 ATP shortcut challenge and the way glucose tokens are kept after
performing certain actions. Regardless, it is good to go as long as the rule
is clearly defined and applied consistently throughout the game.
Additional recommendation (not mandatory): For the glucose tokens, a
small container could be added. The left side of the container can be used for
the player’s current on-hand glucose tokens, while the right side can be used
for the bank’s glucose tokens. This would make it easier to take glucose
tokens, so players would not need to keep taking them out from the plastic
bag.
2. Target Audiences - University Students ( Consisting of 2 Design
Students , 1 Finance Student )
A. Chong Cheng Tao ( 21, Taylor’s University Bachelor’s Of Design In
Creative Media )
Overall rating given 8/10
Visually, this game is great. The art direction is consistent, creating
a cohesive experience from the box to the board. I love the mascot design,
it’s a smart addition to target young generation. It makes the dry subject
more lively and engaging. The color usage make it easy to distinguish each
status (e.g. stock up, stock down), contribute to the short learning
curve.
The board design (the mitochondria) could be better by having a
shape/outlines indicate where the glucose should be placed. Besides. I hope
the colors could be higher saturation, which have a stronger impression for
first time player.
B. Teu Yu Tian ( 23, Taylor’s University Bachelor’s Of Design In Creative
Media )
Overall rating given 9.5/10
The overall visual feelings is cute, casual, soft and fun. I can relate them
to both economic and biology theme. But at first glance, i will relate it more
to biology as the blood vessel and mithochondra board is a high recognisable
element. It took me a while to relate the packaging with glucose/blood sugar
level, as most people are more familiar with cube-shaped sugar rather than a
hexagon glucose symbol. I got the hint through the game name Gluconomy. The
stock market aspect is recognized through the stock market cards, ATP cash and
mascot with cash symbol.
The text are highly readable and colour are consistent. I like the power
card and Stock market back design which arrows and lighting. However, the
unique mascot design grabbed my attention, the caracters are lively and
eye-catching. I also like the power card design as it using storytelling
illustrations to communicate card functions in a humorous and engaging
way.
For improvement, the token could also add facial expression to make it
more customised and fun as it look plain now. The mitochondria board can be
bigger, as I clutter many token on Bootcamp space, and it is non-stacakble
which make it messy.
Overall, i think it the visual delivered the game well, I enjoyed the
visual, just some small improvement could enhance the experience.
C. Yofa ( 19, Taylor’s University Bachelor’s Of Accounting & Finance
)
Overall rating given 9/10
Gameplay was really fun and intuitive. The concept of the game itself is
an interesting amalgamation of two vastly contrasting fields; biochemistry and
finance, which offers a new, unique experience for players. The pastel colour
scheme fits the combination of themes, keeping the lighter colours typically
associated with the human body with the main indicators of financial markets
(e.g. green for bullish, red for bearish, etc). This clearly aligns with the
normal scheme seen in a market price/volume interface.
The cute and whimsical-looking characters (+ the mascot) really
solidifies the board game as a classic family-oriented pastime that appeals to
all ages, whilst teaching the basics of both financial investment and the ATP
cycle in a fun and intuitive manner. Something I would change is the
'Investment' feature of the game, as the name suggests a lower-risk action (as
investment most commonly refers to growing your money slowly by putting it in
safe assets with long-term prospects), which contrasts to the high-risk
high-reward procedure akin to gambling that's present in the game.
Reflection
Observation
During the playtesting with the original creator’s team, we observed that
our interpretation of certain gameplay mechanics
differed from the original version. After discussion, we aligned our understanding as a group and
refined several rule details
to improve clarity and consistency. The game was then replayed using the
updated rule set, allowing
smoother gameplay.
Findings
Through this process, we realised that
no game can be completely flawless, regardless of how many iterations are made. Every iteration introduces new
improvements but may also reveal new limitations. Meaningful progress comes
from
continuous refinement, prioritisation, and making design trade-offs
based on feedback and constraints.
Experience
The gameplay experience was
fun and engaging, with a
strong emphasis on luck,
while strategy played a secondary role. In some cases, players could finish
the game within a few rounds if they were lucky. Additionally, the
bank strategy proved to
be effective, as it helped players
avoid bankruptcy and
reduce the impact of
power card interference
from others.
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