Game Design
The Intended Experience
We wanted our players to experience a strategic game where you could transform into rock, paper or scissors. With the ability to trick other players we were close to our intended experience.
We had an issue with the dash mechanic that we thought would speed up game play .Although it increased the game play sessions it also removed strategy as a side effect. This side effect occurred because when players were given the option to transform or dash they would usually choose to run away or chase.
The dash mechanic ended up making players just play a game a tag and had them spamming the dash button rather than try to read their opponents.
In the end we decided that the dash mechanic was not the part of the experience we wanted the player to take away, so we removed the dash mechanic.