Shark Game Review

The game really didn’t have many rules, and was written in a poem format that made it difficult. I’d like to see more action and competition overall. I do not remember the full extent of the game, but I wouldn’t change much other than just adding more to it.

Dominion

The game was fun, but the turns felt repetitive since we didn’t use any curse cards, which led to more buying than playing action cards. Player interactions were minimal because there wasn’t any attacking, and most of us didn’t use action cards since they weren’t necessary. It took about 15 minutes to grasp the basic rules and around almost an hour to play smoothly. I’d maybe like to play again, especially with all the cards and rules fully in play, as there were many parts we didn’t use.

Game Review

Was it fun?

Simply yes

What were the players’ interactions?

Being able to place a tile and eliminate another player.

Would you play it again?

Yes, but it is sort of repetitive.

How long did it take to learn?

3-5 Minutes

Analyze the game using the 3-act structure.

In the beginning, it starts simple by following your own path, in the middle it gets hard because the lines are getting confusing, and in the end everyone is basically analyzing the board to see if there is a way they cannot be eliminated.

What is the collaborative and or competitive aspects of the game?

Being able to force them off the board.

What is the game’s metaphor and which of the game’s mechanics standout?

I like that the game was simple to understand, and doesn’t have much of a learning curve and that makes a lot of room for developing a strategy.

Game Review Citadels

Was it fun?

Yes, + it was very straight forward.

What were the players’ interactions?

Being able to sabotage people made it interesting. As well as the fact that everyone sort of started to figure out what characters people had.

Would you play it again?

Personally no, just not my type of game.

How long did it take to learn?

Took maybe 10-15 minutes.

What is the collaborative and or competitive aspects of the game?

There was always a competition between people and the king for who goes first, but there’s definitely an advantage for those who have played it.

What is the game’s metaphor and which of the game’s mechanics standout?

Every card having it’s own uniqueness and mechanics to it made it interesting, and that stood out to me.

Game Review Bohnanza

Was it fun?

Yes, simple and easy.

What were the players’ interactions?

Being able to auction and trade beans made the game interesting, adding a strategy to specifically not give others the beans they need.

Would you play it again?

I would, but not the length it is intended to be played since it was taking a while.

How long did it take to learn?

It took me a good bit to understand the game, but after maybe 5-10 minutes it clicked.

What is the collaborative and or competitive aspects of the game?

Getting coins was very competitive, but trading was the biggest collaborative part of the game.

Game Review Tokyo

Was it fun?

Yes

What were the players’ interactions?

It has an aggressive play style, which helps keep the game interesting.

Would you play it again?

Definitely

How long did it take to learn?

15ish minutes, didn’t come super easy.

What is the collaborative and or competitive aspects of the game?

Defeating the other players, and the monsters outside vs inside tokyo.

What is the game’s metaphor and which of the game’s mechanics standout?

Rolling the dice to do actions made it simple, which I like since I personally like more simple games.

Garden Sabotage Game Review

Was it fun?

Yes

How long did it take to learn?

Maybe 10 minutes, was slightly confused at first.

Would you play it again?

Possibly, if everyone else was I would.

Was it frustrating?

It was difficult to get the cards I needed from what I remember.

Game Review Birdnest and Beaver Dam

Was it fun?

Yes, it is a very easy game to learn and doesn’t require much critical thinking.

What were the player interactions?

The exclamation challenge spaces were a unique addition.

How long did it take to learn?

5 Minutes

Would you play it again?

Yes

What are the collaborative and or competitive aspects of the game?

You and your team member have to collect items for making nests, and you have to make it back to base to drop off your items.

What is the game’s metaphor and which of the game’s mechanics standout?

I believe that the game would be more complete with different game pieces, but at the end of the day all games are a work in progress.

Game Review Bids

Was it fun?

Yes

What were the player interactions?

In order to play, you roll a dice and move the corresponding amount of spaces. The color and number rolled has a bid attached to it and every player can bid on the item.

How long did it take to learn?

3-5 Minutes

Would you play it again?

Yes

What are the collaborative and or competitive aspects of the game?

Outbidding the other players and being more strategic.

game review

Was it fun?

Yes

What were the player interactions?

Passing cards in order to pick salad items that we wanted / needed.

How long did it take to learn?

Took maybe 10 minutes, but was still learning as I played.

Would you play it again?

Yes

What are the collaborative and or competitive aspects of the game?

Not many collaborative aspects, definitely a more competitive game.

What is the game’s metaphor and which of the game’s mechanics standout?

The metaphor is all about building a salad, and you can choose colors that correspond for bonus points.

Q & A yo

Question Set 1

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is designed for the soul purpose to have working mechanics and overall have all its features be playable and cohesive with itself. A display prototype is what the name says it is… “for display” its just a model of something, an idea of the final product without any functionality put into thought. Mainly designed for the investors or marketers rather than actual playtesters, developers, or designers which would be the ones playing a working prototype.
  2. What is required of a working prototype, and what might cause one to fail?
    • A working prototype must ensure that the player is able to play the game how the game is intended to be played. This means there can’t be any bugs or loopholes within the mechanics of the game itself. If there are bugs or loop holes in the mechanics, a working prototype is no longer playable and is a failure. (Back to the drawing boards)
  3. What makes for a good prototype according to Dale Yu?
    • Functionality Over Perfection, Clarity and Simplicity, Adaptability (how easily modifiable it is), Focus on Core Mechanics, Playability and Durability.
  4. What advice from Richard Levy will help you pitch your game?
    • Know Your Audience, Highlight the Hook, Keep It Simple, Demonstrate Gameplay, Prepare a Strong Visual Presentation, Be Ready to Answer Questions, Practice Your Pitch, Show Passion and Confidence, Understand the Business Side, and don’t forget to follow up. Also, while pitching your game, remember to tell a story with it. present your game in a way that captivates the audience and makes them want to learn more.
  5. Where might you pitch your game?
    • I’ll definitely pitch my game in class, but if it’s good enough who knows, I can pitch it even further
  6. What do publishers look for in a game?
    • they look for qualities in a game that give it it’s commercial potential, aligns with their brand, as well as appeals to their target audience. Who is this game made for depends on who your publishers are, no different from record labels. Each game has its own genre.
  7. What makes a good set of Rules?
    • Clear, concise set of descriptions on how to play aligned with visuals and detailed step by steps on how to start and how it will end.

Question set 2

  1. Describe the best game you’ve made this semester in 200 words.
    • This is a crazy question, as at first I was really excited about making Tasty Travels, and I wanted to continue with that concept even further than I had, but after making a working prototype, I felt as though making the game more complicating would mean I would have to have an extensive background in culinary arts and crafting dishes from scratch and all that. However, after I came up with my art heist game, everything clicked. It not only felt more at home for me as an artist, but I felt a sense of thrill when creating the story lines as to how the art could or could not get stolen due to the obstacle tiles as well as the different levels in which each attribute and specialist card has. Overall I can’t wait to finish making the final game of Gallery Grippers as I want to give an artistic touch to the game board and pieces themselves. Hopefully this game turns out well and is a good final.

Weeks 12-13

Question Set 1

  1. What is the difference between a “working” and a “display” prototype?
    • A working prototype is intended for evaluation and additional testing by play testers or potential publishers. A display prototype is only for the eye, appealing to chain buyers or distributors. They are typically polished to look appealing.
  2. What is required of a working prototype, and what might cause one to fail?
    • A working prototype must include everything it takes to play the game, and not anything you have not tested thoroughly. Additionally, it should all come down to the gameplay. Don’t harp on small details and design choices. Something that might cause failure is not updating the rules to match changes in the game. For example, If I were to update the mechanics without specification, it would lead to confusion.
  3. What makes for a good prototype according to Dale Yu?
    • First impressions, rules and manifestation, components, cards with card sleeves, stickers, paper, bits, bags and baggies, boxes, hardware, color printing, computer, laminating and the final impression.
  4. What advice from Richard Levy will help you pitch your game?
    • Being prepared, being informative, selling yourself first, take rejection, ego control, realistic expectations, the selling season, multiple submissions, legitimate agents, prototypes and brand power.
  5. Where might you pitch your game?
    • Companies, design consultants or even some online platforms. Campaigns can additionally be made to put your game out there.
  6. What do publishers look for in a game?
    • Fun factors, player interactions, immediacy of play, strategy, theme, immersive experiences, solid rules/mechanics, innovative rulesets/components, compatibility with other products, correct target marketing, expansion potential, multi-language capability, easy demoing and collectability (if necessary).
  7. What makes a good set of Rules?
    • Listing components, explaining a setup and descriptive gameplay. Card types (if an cards), examples, endgame and winning, as well as credits.

Question set 2

  1. Describe the best game you’ve made this semester in 200 words.
    • At first, I thought my final revision was going to be my first game, which was Buccaneer Builders. Although I was heading in a good direction with this game concept, it wasn’t the best. My best game I’ve made this semester has got to be Baller Bros, which is what my final revision is going to be. I think that the simplicity and party aspect of Ballers Bros makes for a great game to play with friends. One of the things that Buccaneer Builders conflicted with becoming my best game was the complexity of it, with many play testers not understanding the mechanics fully. Baller Bros is not only simple; it is an immersive experience. The combines luck and skill, with immersive gameplay in bouncing basketballs into a hoop. I also like the design aspect of Baller Bros, maintaining simplicity while appealing to the eye. With a simple start to a game concept like this, I’m also open to many future iterations that could turn this into a more compound playing experience. The only thing I need to focus on is the rule set, because I have a history of not explaining mechanics well. Ultimately, Baller Bros also appeals to the large majority of people who enjoy playing basketball/beer pong.

Smash Brothers Tournament Review

The Smash Brothers Tournament was for a good cause, which was for Toys for Tots. Players were put into a bracket, with rounds that eventually lead to the final winner’s bracket. The game itself was Smash Ultimate, which is the most recent game in the series. This is the only Smash game that I’ve personally played, which is why I did decent in the tournament. I came second place, beaten by someone who combo’d me into oblivion. I played as Donkey Kong, and they played as Pokémon trainer. The thing is, DK is fun to play but has the biggest hitbox in the game. I should’ve picked someone who was faster and had a projectile, so I could better protect myself. DK is also very slow, so I am still learning how to master the timing of his moves. Smash Ultimate relies heavily on timing, precision and quick-thinking, so playing a clumsy gorilla is tricky. Pokémon trainer is able to be fast, which outpaces my character. This is the importance of learning about your own character’s timing.

Back to what I was mentioning earlier, combos are important in racking up damage. Since Pokémon trainer was fast and my character had a huge hitbox, I was susceptible to getting combo’d. This doesn’t mean he didn’t deserve the win, because it is still hard to chain attacks. If only I can practice more, I can confidently enter arenas better at the game, knowing how to prevent getting combo’d.

3rd Game Idea

(sorry I forgot to post this forever ago)

THE WORD IMPOSTER

Goal- Find the imposter before time runs out!

Everyone receives a word that no one can share with anyone. All of the cards are the same, one is different, but similar . Everyone tries to think of the words with simple words/pronunciation, but not the same. Whether that be different sounds from the word or different means

I want to give it spelling bee designs, but with funny words!