Agilicious - Part 3

At the end of the last Sprint, everyone brought together the work they did over the last week, and we realized just how poorly each piece fit together. What really brought this to light was our playtest of the current material. As we worked through our boardgame and tried integrating each person's work, we found that we were having to cut out huge chunks to make the game playable.

Despite this, forcing all of the pieces together and playing with them gave us direction. We could see the weak points in the game, what features were boring, and so on. By delivering a "working" product early, we could find out what parts of it didn't fit the overall vision of the game, and which parts we wanted to cling to and develop further.

Our retrospective allowed everyone to discover the source of our frustration and difficulties - not know exactly what the hell we were supposed to be doing! We planned out our next Sprint with much greater detail, and gave what we felt were proper estimates for the time require to develop each piece. We mapped out each piece of the game into a web, allowing us to see how they all connected into each other. It also uncovered parts of the game that still had to be developed.

Overall, this meeting was very refreshing. The team was pretty satisfied, and pumped up to get to work!

Featured Picture: A web connecting each feature of the game

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