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Macro Mayhem!

A fast-paced cooperative nutrition card game about building balanced meals under a time limit

Ongoing Project | 3-person Team | Role: Co-designer & Visual Designer

Overview

Type: Cooperative Tabletop Game / Time-Based Strategy
Team: Ben · Liang · Jeferson
My Role: Co-Designer, Visual Designer
Current Stage: Playtesting & Rule Balancing
Tools: Procreate, Printed Prototypes
Estimated Completion: Winter 2025

Macro Mayhem is a time-based, simultaneous, real time, collaborative game where players try to complete as many ”plates” of food as possible using food cards. Each plate has unique macro goals: protein, carbs, fat, fiber, determined by character cards.

As a team of three, we are currently refining card interactions, adjusting difficulty curves, balancing the in-game economy, and iterating player feedback gathered during playtests.

Background & Core Idea

Using “macros” as a scoring system, and grocery-store purchasing as a strategy layer, the game encourages communication, resource prioritization, and quick decision-making.
The first draft rules were built in just a few weeks, followed by immediate prototype testing.

My Role

Visual Design & Card Prototyping

  • Designed the visual identity of food cards, character cards, and macro icons

  • Created early art layouts for print-and-play testing

  • Developed color-coded macro systems to improve quick scanning under time pressure

  • Organized physical prototypes for in-class playtesting​​

 

​Co-Design & Mechanics Refinement

  • Helped structure the “simultaneous-play” loop inspired by Spaceteam & 5-Minute Dungeon

  • Worked on balancing macro values and adjusting dietary restrictions

  • Designed the early versions of superfood abilities

  • Revised grocery store purchasing and money distribution rules

Process(Ongoing)

Current Progress: Iterative Playtesting

We are in the middle of weekly playtest cycles focusing on:

  • card balance (macro values, superfood power levels)

  • dietary restriction clarity

  • pacing of the three-minute rounds

  • player communication overload vs. fun

  • the in-game economy (how fast players earn/lose money)

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