Playtest Overview


Playtest 1

Players: Rajat vs Rachel

Date: 4-3-18
Time: 1:30PM - 2:00 PM (stopped early)


The Good: Players enjoyed spawning new bugs from their queen. The piece they needed to defend was also the place to get new units.

The Bad: The paper pieces were hard to pick up and turn. Placing paper food on the paper bugs made it hard to tell facing and even harder to move. There were many turns of just moving and no food collection so no new cards entered play. Players felt they were way too slow and couldn’t maneuver quickly. With spawning bugs there is no triangularity, just spawn as many bugs as possible and attack.

Changes: I added bug types to the game. Initially spawned bugs could both harvest and attack. I changed this to red bugs can attack and black ones can collect food. This way the player has to choose what to focus on when spawning new bugs. It also means that when playing bug cards they have to choose to attack with a red bug or collect with a black one to get better cards.

Initially movement cards let you rotate OR move a bug. I changed this to be move THEN rotate a bug. This greatly accelerated the game without reducing the importance of facing and planning.

I changed food collection to be unlimited sources with a restriction to only harvesting once before needing to drop off the food. This made more sense than just spawning a new piece at every location when all was collected because players could plan better and create worker structures around their queens.


Playtest 2

Players: Yujin vs Caleb

Date: 4-4-18
Time: 11:25 PM - 1 AM


The Good: Players felt there was an intricate balance of resource management and that creature maneuvering was intense.

The Bad: Food collection is still too slow, it took 16 turns for one player to purchase a new card! Players were overwhelmed by the number of card choices. The UI on the cards was confusing. There are a few combinations of starting hands that are bad, and getting one bad hand means the next is bad too.

Changes: I reduced the costs of many cards and made it so the queen just needs to be adjacent to bugs that have collected food to gain it. Before the bugs had to face the queen to deliver their collected food. I also culled out several cards to simplify the game while keeping the essentials.


Playtest 3

Players: Me vs Jacob

Date: 4-5-18
Time: 7:18 PM - 7:32 PM

The Good: Changes to delivering food to the queen and card cost reductions accelerated the game.

The Bad: The game was too fast. Jake thought some 1 costed cards were worthless

Changes: Extend the area of defensive cards and try another game


Playtest 4

Players: Me vs Jacob

Date: 4-5-18
Time: 7:38 PM - 8:22 PM (with 15 min break)

The Good: Jake came up with a strategy to immediately rush with red warrior bugs and was rewarded with a win.

The Bad: A pretty clear dominant strategy emerged.

Changes: I added terrain features to the center of the map to delay early aggression. These barriers can be jumped over with more expensive movement cards later, but not at the start.


The Good: The players felt they progressed in power well. At this point players were getting enough food to make real strategies.

The Bad: The players still wanted more time to set up their decks before the game ended. Due to the limit on the number of queen cards there were a lot of bad hands (getting both your spawn cards on the same turn).

Changes: I moved to unlimit the number of queen cards that can be played each turn to help eliminate some bad draws, and I don’t think it will break anything. I also extended the area of influence for the armored mandible reaction card.

Playtest 5

Players: Erhan vs Jacob R

Date: 4-6-18
Time: 6:24 PM - 6:58 PM


The Good: Players felt like there were a lot of choices.

The Bad: The players weren’t able to collect enough food to buy cards this round. They felt like they couldn’t make any of all the powerups relevant. Dan was overwhelmed by the number of cards and didn’t want to read them at the start.

Changes: Further simplified the card types to make the game easier to digest. Got rid of Shed and metamorphosis. These extra deck culling cards where adding unnecessary complexity, so I just extended the usability of Moult to cover the roles.

Playtest 6

Players: Dan vs Jared

Date: 4-6-18
Time: 7:07 PM - 7:30 PM


The Good: Defense played a huge role in this game in fending off aggression. There were some huge moments of needing to draw a reaction card to stay in the game and getting it! Lots of strong tactical gameplay that led to a fast paced and fun round.

The Bad: Early aggression still seems to be a dominant strategy. Since you can force the queen away from her workers to disrupt food delivery for the opponent while also threatening a kill it’s very strong to rush.

Changes: I further added obstacles to the center of the map to slow down the rush. Additionally I brought back the two food spawns closer to the queen start so she doesn’t have to be as far forward for a strong opening production strategy.

Playtest 7

Players: Me Vs Jake

Date: 4-7-18
Time: 2:50 PM - 3:09 PM


The Good: Players said the game was a good length and that the cards were enticing. There were a lot of emotional moments of the game, Wakko went on a rollercoaster of emotions.

The Bad: At this point most of the feedback was on usability of cards and the map. The labels on the cards are inconsistent (bug, queen, movement, and reaction), the bug colors are hard to tell apart, and there is room for iconography on the cards to make them more usable.

Changes: I wanted to play some more rounds before making any usability changes because the game feels close to complete right now. I also wanted to test if neural beacon and Moult were as powerful as the appeared

Playtest 8

Players: Richard vs Wakko

Date: 4-8-18
Time: 9:04 PM - 10:07 PM


The Good: The game was one of the fastest. The progression was quick with lots of cards being purchased. It seems like the game is much better at a higher level than just starting out. There is no obviously best opening strategy in terms of queen placement or starting cards to purchase. I did a super fast accelerating strategy I thought was broken, but Caleb played well and beat me.

The Bad: The game might go a bit too fast right now.

Changes: I increased the cost of Neural beacon to two, it just accelerates you way too fast. Webbing seems really bad so I’ll try it pushing someone back instead of canceling a movement card.

Playtest 9

Players: Me vs Caleb

Date: 4-9-18
Time: 12:15 AM - 12:36 AM


The Good: This game I tried out buying an early moult and getting a hyper efficient deck and it worked pretty well.

The Bad: The early moult looks to be a bit too strong since you can upgrade any discarded card.

Changes: Moult cost increased to 3, and a maximum of 3 cards can be culled with it. This way it’s still strong, but you can’t upgrade your whole deck in one round and you can’t get it too early. I also added range onto webbing.

Playtest 10

Players: Me vs Caleb

Date: 4-9-18
Time: 12:41 AM - 12:55 AM


The Good: Caleb and I finished up our third round mostly because we wanted to keep playing, that’s a great sign.

The Bad: Usability hasn’t been addressed yet so there’s a lot of room for improvement in card look.

Changes: I went from bug, queen, movement, and reaction cards to action, reaction, and movement card types. I added icons for the workers, warriors, and queen to show who can use each action type. I added text to the rulebook indicating that queen actions are unlimited while worker and warrior bug actions are not. The cards were also cleaned up to be more readable and consistent with the shape of the playing pieces.

Playtest 11

Players: Me vs Caleb

Date: 4-9-18
Time: 1:16 AM - 1:25 AM



Closing Thoughts

Instinct thrives after a round of play and players can start making strategies for a round of play. The game can become quite fast paced once all the cards are known so experienced players can do a best of 3 in the time it would take new players to play a round. With more time on the game I would play with the design space more and expand on the mechanics. Adding more ways to draw cards, different attack patterns, rotating opposing bugs, new movement patterns, and returning cards from the discard pile to your hand are some areas I’d like to explore. While the bugs feel good to hold, the board is a bit too small for them and the food tokens aren’t perfect for their backs. So I’d like some custom food tokens and a colored cardboard board.