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.

Back to Scratchin: Carson Bauer

Changes made:

Game Board sized up to be longer and board spaces added to increase the length of the game.

Normal Day and Wager Space added to give downtime on the board, as well as events throughout.

Thoughts:

Throughout making this game, I thought it was a simple idea that worked well. In the end though, it ended up being scrapped due to Skate Skirmish. If I was to come back and adjust the game, I would make the board larger and add more spaces for interaction with other players.

Week 13 Question Set

Describe the best game you’ve made this semester in 200 words? Follow Michelle Nephew’s advice.

The best game I’ve made this semester is Skater Skirmish. Compared to my other games, this game stands out as the most complete. While some of my other games struggled to progress beyond the first prototype phase due to playability issues, Skater Skirmish managed to overcome these challenges. The concept was easy with players, and their responses encouraged me to refine it further.

What makes Skater Skirmish special is its accessibility. The gameplay is easy, making it enjoyable for people of all age groups who can move their hands. This inclusivity comes from its  easy mechanics and simple rules, which ensures that anyone can learn and play the game. I prioritized simplicity because a more complicated design would have kept younger players or those unfamiliar with board games from playing.

To continue, Skater Skirmish blends fun and strategy with ease. Players are engaged in a game of classic skate, with just enough change to the game to make it interesting. It’s a game I’m proud of because it represents my growth as a designer and a carpenter. By focusing on player enjoyment, I created something that works with a wide audience.

Week 12 Question Set

  • Question Set 1
    • What is the difference between a “working” and a “display” prototype?
  • A working prototype is a functional game prototype that is playable, while a display prototype provides the artistic aspects of the game without it being functional.
    • What is required of a working prototype, and what might cause one to fail?
    • A working prototype is a game that functions as it should with all aspects of the game, and only needing further refinement based on what comes from playtesting. It can fail if the rules are unclear, or if there are elements missing.
    • What makes for a good prototype according to Dale Yu?
    • The game should be easy and intuitive to play, have a clear goal and rules, and the game should be complete enough to be clearly playable without much issue and interference from the creator.
    • What advice from Richard Levy will help you pitch your game?
    • Be clear and focused on your goals, understand your audience, include a demo of how the game is played, and be professional.
    • Where might you pitch your game?
    • I could pitch my game at local skate shops or similar stores. On top of that, it can be pitched at competitions where brands set up tents.
    • What do publishers look for in a game?
    • How well the game functions, how well it will sell, how re-playable it is, and that the game has a good appeal to the target audience.
    • What makes a good set of Rules?
    • Rules should be clear and concise, and shouldn’t have to be questioned by the player for more than a few seconds. If rules are not clear, than that can sway a player from playing the game as intended.

Week 8 Question Set

  • Question Set 1
    • what is the difference between a game designer and a game developer?

Game designers create concepts of games, while developers actually fully develop them.

  • what commonly occurs during the game development process?

Game creating, Prototyping, testing, repeat

  • what are the challenges of balancing a game?

It is hard to balance a game because while doing so you must keep the game fair and fun. You have to manage expectations, keeping everything working well.

  • what should every player of your game believe? why?

Every player of my game should believe that they are a struggling person getting by by scratching lottery tickets.

  • how can you avoid stealing players fun?

Clear rules, easy mechanics, and intuitive to play.

  • what 10 maxims should you follow when writing rules?

No intermediary technology, no jargon, dont over complicate, add flavor, don’t write text smarter than your players, keep sentences short, make things visually pleasing, test games, mistakes aren’t the end of the world.

  • Question Set 2
    • how has play testing changed your game?

Play testing has helped me develop my game to a different level, since everyone sees my game differently with different issues.

  • who from class would you like to play test your next game or version 2 of your first game?

Brayden and Owen

  • who is the audience for your game?

17+

  • who should play test your game outside of class?

My fraternity brothers on a Saturday night.

Catan Review

What were the player interactions?

Trading, Negotiating, Blocking

Was it fun?

Yes

How long did it take to learn?

15-20 min

Would you play it again?

Yes

Analyze the game using the 3 act structure.

  1. Setup and build initial settlements.
  2. Conflict starts to arise from resources and trading.
  3. The final starts when strategies start to unfold and someone wins the game

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

Trading resources and building / scoring

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

Metaphor for resource management and community building. The trading and building stand out to me.

Zombie Fluxx Review

Was it fun?

Yes, but took a while to start to understand the game and what the different cards do.

What were the player interactions?

The player interactions were the vast majority of the game by implementing new rules such as only being allowed to have so many cards, and how many cards you can draw.

How long did it take to learn?

About 15 minutes to sort of understand the game enough to start.

Would you play it again?

Not specifically zombie fluxx, but I would play other fluxx games in the future.

Analyze the game using the 3 act structure.

In the beginning, there are no rules and the game just starts and goes like normal. In the middle, the game starts to get interesting based on what keepers you have and what rules are going into place. In the end, you start to get more keepers and the game ends when you reach the goal card, which tends to come quickly when a lucky goal comes in place for someone.

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

Collaborative includes placing rules to better the pace of play. But, competitive can be the same by implementing bad rules on the same people to make the game go slower.

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

The metaphor is that you are always trying to reach a goal that isn’t reachable at the moment. But eventually, your cards will align and you will reach your goal. Just like real life.

Collecting Games

Hungry Hungry Chopsticks

In this game, it has a base sort of like hungry hungry hippos. In the game though, you have to put the small balls in your corner by picking them up with chopsticks. You must pick up the ball and not roll it back to your side. The whole point behind this game is for it to be funny to watch people try and pick up spheres with chopsticks.

Mega Jacks

For a while, I have wanted to create a very large jacks game. Jacks is a simple game that involves you bouncing a ball and grabbing small metal “jacks” before the ball hits the ground. To make this big, you would need a ball roughly the size of a dodgeball, and jacks that are similar sized. When it comes to collecting games, this in an interesting take on a classic game.

Luck of the Lottery

This game is a traditional board game, but the catch is that the only way to collect money is by “scratching” a lottery ticket after each turn. These lottery tickets would just be not scratched on one side and scratched on the other so you may reuse them. Most of the cards would be losers, with some giving a bit of money and some giving a lot.

RMU Runners

This game is more or less a joke (for legal reasons). In this game, all of your players start in one room. You each draw a card from a standard deck of cards to determine order in which you go. If your turn is up, you must run around campus and take parking tickets off of peoples cars so the police force does not administer more tickets. The key is going first because you will have to run farther to find tickets when close by ones run out. The player with the most tickets at the end of the round wins, and you play to the first person to win three rounds.

Ground Hog Hunt

The aim of this game is to collect photos of groundhogs. All players will meet at the Gazebo, and will start the round with a timer for 5 minutes. Each player will run off and attempt to get photos of groundhogs. The player with the most photos of separate groundhogs at the end of the 5 minutes wins. Photos taken withing 5 feet of the groundhog rewards double points for that photo. If you manage to capture a groundhog, you instantly win the game (legally never said this).

To Feed or Not to Feed Review

  1. Not feeding your animals all the way by the end.
  2. I enjoyed when we altered the game and had to take food away from our own animals to pay debts.
  3. I wish I was able to see the animals in my deck in order to read the other players and what they plan on playing.
  4. More food, and different food values.
  5. Being able to view your cards, food values, less than 3 rounds, and the power of certain animals were a little off. (EX: Donkey being too low)
  6. Simple yet fun