5 Game Ideas Week 2 – Colin Kenny

  1. Guess the Card: Subjective- One player draws a card without looking at it and shows it to all other players. The others players give clues to the card drawer in a subjective way as if this playing card was a character with a specific vibe. Everyone wins if the card drawer guesses correctly.
  2. Fast Flip- Two players lay out half of a standard deck of card in a grid in front of them. Using only one hand, players race to flip all of their cards before their opponent.
  3. High/Low Solitaire- The player draws seven cards into their hand and puts seven cards in a pile to the side. Two more cards are put face up in front of them. You can play any card from your hand on either of the two face up cards if they are one higher or one lower in value. Redraw up to seven once you have no moves. If you have seven cards and no moves, take one of the side pile cards and place them on top of one of the piles of your choice. You win if you can play the entire deck. If not, play for the lowest number of cards left. Once the side pile is used up and you have no moves, you lose.
  4. Card Tossing- Players take turn throwing a card as far as possible from behind a mark. Whoever tosses their card the farthest wins.
  5. Each card has a word, players take turns playing cards and trying to match words as closely as possible.

Critique & 3 Act Structure -Colin Kenny

So I played Munchkin with Gideon, Kiya, Grace, and Brady, and it lasted the entire class period. It took a while to learn the rules and we didn’t even finish our game, but we were close to finishing and once we got a handle of the rules the game started to get really fun. It is definitely worth replaying with those who know a lot about the game.

As far as the three act structure goes, I would say act one consisted of me reading the rules out loud for everyone and starting the game. This lasted longer than I thought but putting that effort into learning the rules was worth it. The second act of us getting more comfortable and playing strategically was a lot of fun. The third act started around the time Kiya and I were at level 8 (you need to get to level 10 to win) and we were using all of our force to push our way to the end and win. Unfortunately we didn’t get to the climax as class ended before someone was able to win, but the nail-biting energy was a fun experience.

Week One Questions – Colin Kenny

In your opinion what should every game have? Why do you like your favorite game?

I feel like every good game should have some unique aspect or take that draw a certain audience in and keeps them coming back.

List the games you’ve played and currently play.

This might take a while. These are mostly going to be simple or casual games because that’s what I like, but I’m gonna condense this to video games and vr games. There’ll be a lot of Wii and Mii games. It’s an autistic special interest.

  • Wii Sports
  • Wii Sports Resort
  • Wii Fit
  • Wii Play
  • Wii Play Motion
  • Wii Party
  • Wii Party U
  • Mario Party
  • Just Dance
  • Tomodachi Life
  • Miitopia
  • Wario Ware
  • Mario Kart Wii
  • Mario Kart 8 Deluxe
  • Clubhouse Games: 51 Worldwide Classics
  • Superliminal
  • The Stanley Parable
  • Please, Don’t Touch Anything VR
  • Please, Don’ Touch Anything: House Broken
  • Jackbox Party Packs
  • Nintendo Switch Sports
  • Kinect Sports
  • Kinect Adventures
  • Minecraft
  • Roblox
  • Beat Saber
  • Superhot VR
  • There Is No Game: Wrong Dimension
  • Brain Age
  • Mario Kart 7
  • Tetris
  • Tetris Effect VR
  • Accounting+
  • Among Us
  • Skribbl.io
  • Gartic Phone
  • Minecraft: Story Mode

I might come back and edit this post if I come up with any more.

Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

I think I can kinda apply this structure to Minecraft. Act 1 is the time you spend in the Overworld gathering supplies and preparing for the battles ahead. You spend about 50% of your time in this section. Then you go to the Nether to get the blaze rods and enter pearls required to get to the apply named End. This is where the action and battles pick up, as there are so many things that can kill you. You spend about 40% of your time there. Then finally, you make your way to the End at the climax of your journey where you fight the Ender Dragon Boss and beat the game. You spend the rest of your 10% here.

When coming up with ideas where do you find you start, with the metaphor or the mechanic?

I usually like figure out the rules and mechanics first because it gives me a better idea of how something will work and where I need to make changes from draft to final product.

Over the course of this semester, who would you like to collaborate with and why?

Game Ideas -Colin Kenny

  1. Based on the website https://www.whatbeatsrock.com, What Beats Rock: The Home Game. Players take turns naming an item that could “beat” the previous item (or a rock if you’re first) and the other players act as judges to decide if their item would “beat” the previous item.
  2. Dice Stack. A deck of cards tells the players a required dice roll and a required formation to stack the dice once they are rolled. Player who does it first gets a point.
  3. SHOE-ffleboard, A large twister-like mat/board is set up and players take turns throwing either their own shoes or smaller shoe item onto it for points.
  4. Players take turns placing cards from a standard deck in a pile while naming the card placed before them. If they mess up, they take the pile. First to run out of cards wins.
  5. For a while I’ve wondered if I can host a game of Survivor on campus for a club or a Rmu TV project. People would get broken into teams, each round a team would win Immunity and the losing team would have to vote someone out. Then everyone gets split up individually, voting continues, etc. until s jury votes for the winner.

Fluxx -Colin Kenny

  1. Every time I played Fluxx last semester and this time, it has been a good mix of fun and chaotic.
  2. It was kind of awkward playing with people who didn’t know the rules. I liked playing more with Evan and Gideon who can enhance the game with their competitive spirit and chaotic energy.
  3. I think it only took me like ten minutes max to learn the base game when I played back in the spring.
  4. I definitely would always take up the opportunity to play again.

Light Project- Colin Kenny

My idea was somewhat simple. We see a tent sitting in a void. Someone inside flashes a flashlight on and off spastically. But it hides a message. It’s Morse code, “This is a cry for help.” This symbolizes the importance of noticing the often overlooked and sometimes incomprehensible signs from those who may be going through a difficult mental health journey.

^ Base Video