Duo Yu’s Games游戏

  1. Pot Mate(双人合作冒险)
  2. No Signal (单人策略模拟)
  3. Microwave: Ready to Serve(桌游)

Prototypes 游戏原型
  1. Last Bridge
  2. Retinal Burn
  3. Demon Grabber
  4. Eison’s Hotel

Others 其他
  1. Cover_Phogs!
  2. Physical Computing/Alternative Controllers
  3. Interactive Film














About关于
itch.io

Microwave: Ready to Serve
Board Game
桌游



Intro
I designed a party game that’s easy to learn in five minutes. It incorporates randomness and unpredictability, common in party games, but I wanted to add strategic depth for players who seek it.
我设计了一款派对游戏,玩家可以在五分钟内轻松上手。这款游戏包含派对游戏中常见的随机性与不可预测性,但我想为那些追求更深层次体验的玩家加入策略深度。

Research
Through observation and conversations with friends, I noticed a pattern: many dislike overly complex board games, like Monopoly, and prefer lighter games, such as UNO. Some even expressed wanting to lose quickly in complex games just to avoid playing. This highlighted the need for simplicity and accessibility in party games, yet I wanted to ensure that players seeking more engagement would still find strategic depth. 
通过观察以及和朋友的交流,我发现了一个现象:很多人不喜欢过于复杂的棋盘游戏,比如《大富翁》,而偏爱更轻量级的游戏,比如《UNO》。有些人甚至表示,在复杂游戏里宁愿快点输掉,只为早点退出。这凸显了派对游戏对简单易上手的需要,但我也想确保,那些寻求更高参与度的玩家依然能找到策略深度。




How can a party game remain fun and accessible while offering strategic choices?
派对游戏如何在保持趣味和易上手的同时,提供策略选择?



Actions Taken
  1. Streamlining Movement
    Players use random action points but choose their movement direction, blending chance with control. 
  2. Expanding Choices
    Adding expressways on the map gave players alternate paths for strategic planning.
  3. Clarifying Events
    Good and bad tiles are marked, allowing players to trigger benefits or force opponents into traps. 

  1. 精简移动:玩家随机获得行动点数,但可以自主选择移动方向,把运气和掌控感结合在一起。
  2. 扩展选择:地图上加入快速通道,为玩家提供可用于策略规划的替代路径。
  3. 明晰事件:好格子和坏格子都清晰标记,玩家可以触发增益,或者把对手逼入陷阱。



Outcome

The game balances accessibility and strategy, satisfying both casual and competitive players. This process reflects my approach to solving design challenges: research, iteration, and balancing competing goals for an engaging experience. 
这款游戏平衡了易上手与策略性,让休闲玩家和竞技玩家都感到满意。这段过程反映了我解决设计难题的方式:调研、迭代,以及为创造引人入胜的体验而平衡彼此冲突的目标。






Playtest 
试玩中