Being able to get people to that competitive level so quickly has been something I've been working on with each iteration, and every show I take it to I notice new things about how people interact with the game that I'll tweak for the next version. In the early days if the game started with more than 4 people players had a tendency to drop out quickly, but due to various changes usually if you start with 8 players you'll keep all 8 playing to the bitter end. I've worked hard on the psychology of motivating players to feel like they could win - and could probably fill out a whole blog post with it - so it's reassuring to see that effort pay off.
We had players young and old, individuals taking on old hands like myself (we often lost, which from a design perspective is very reassuring!), groups of six and seven, and even the Gadget Show's Jason Bradbury who seemed rather taken with the game's approach to the big screen tech!
Tap Happy Sabotage is a gorgeous touchscreen game made by one man @agAitcheson Up to 52 players! Here at @EGX pic.twitter.com/RrG4uWBGN1To make sure we always got a good game we'd generally pit strangers against each other, rather than making groups wait for others to finish. One of the real surprises of Tap Happy Sabotage is how happy players are to compete with people they don't know. I like to think we helped people make friends - ironically, by encouraging them to be jerks to each other!
— Jason Bradbury (@JasonBradbury) September 25, 2014
|Me and my brother, James (left), who stepped up to the plate to help demo the game!|