Full Stop was a group project made as part of an assessment for a university module focused on prototyping and iterating game designs. It began as a paper prototype, and through several playtests evolved into the digital demo presented opposite.
Full Stop was based on the experience of being a teenage girl during her period. The initial concept was myself and Georgie Phimister as part of a quick seminar exercise, and we wanted to bring it into our core assessment to expand on the subject matter.
Initially during paper prototype the game was more of a board game-style multiplayer, and while this received positive feedback during paper testing, we evaluated that when taken to digital it was lacking in gameplay. Through this it evolved greatly into a split screen local PvP multiplayer where players competed to find enough loose change to purchase sanitary products for themselves. The intention was to provide an entertaining experience that offered elements of satire on the cost of sanitary products. Whilst the scope of this project did not allow for full expansion into this take, further iterations were planned and discussed as part of the assessment.

