Mason Tosadori Perfect Human
Game Review Mason T, Maria W, Aleah D
Created by Mason Tosadori, Aleah Dudek, and Maria Wack
- First Version
- What we originally made
- A 2 player game that consisted of 4 different classes to play, each character had a male and female model.
- Each character had 6 abilities, numbered 1-6. Moves 1-5 for each character dealt flat damage, and ability 6 was a special move specific to each character.
- Each character has a passive ability that would help them throughout the game.
- Players would each pick their character and then play rock-paper-scissors to see who goes. Whoever won would roll their die and attack their opponent. The opponent being attacked did not do anything for that turn.
- Once that attack is over, the players would play rock-paper-scissors again. The game would end when someone reached 0 health.
- What we learned
- We learned that some of the passive abilities were too strong, while others were too weak.
- Some characters repeatedly healed and became too strong.
- The various characters blended together, and we wanted to create differentiation.
- Players had questions about some of the wording.
- What we originally made
- Second Version
- What we changed
- We added alternate names for the characters and created specific cards for them (ex. Rogue and Assassin). The characters were the same but given different names, which gave the illusion that there were more characters to choose from.
- We added a defense system. Players could now roll a dice while being attacked to reduce damage and still be active during the game.
- We changed some of the passives to make them more balanced, as well as added cool new abilities for the defense system.
- We made it so there would be max health so a character couldn’t keep healing and accumulating health.
- We reworded some rules and made them more specific so that the rules were more defined.
- What we changed
- What we learned
- We realized that the knight’s shield needed to have a maximum.
- We also learned that we should lower some of the Rogue’s defensive abilities. This would fit the character more and balance the game.
- With the defensive system, the games would take a little longer, but this ended up being a good thing. It gave the opportunity to create epic moments of dodging and reflecting damage to have a comeback.
- Third Version
- What we changed
- We reprinted the player cards to be smaller.
- We increased the attack DMG for the Knight and Paladin and adjusted their passive attack because their shield was initially too powerful.
- Shield is now separate from HP, and a max shield is set at 10.
- We lowered the Assassin/Rogue characters’ defensive abilities.
- We also wanted to add a token to use as a reminder for some of the abilities, mostly the Rogue’s abilities. The abilities would occur later in the game and not during the turn that it was rolled. This caused players to forget to use it.
- What we changed