So this is going to be my final game I am going to present next week. This is my bug clicker game I have been working on for the past two semester now. The first video is the original game and prototype. Version one was kept very simple and all the player had to do was to clicker and spend the money so your clicks cost more. Version two however is the same concept except I have different menus, buying options, bosses and more. The only big difference is that the bug does not explode anymore. The bug does however move around the screen when you click it. I originally though got the idea I believe in the animation class and worked on the original game in two classes. I thought it was a funny clicker game to make because all i can think of is how people will always kill these bugs on sight around campus. So to go further I thought this would work for this because the lantern fly is an invasive species and needs to be killed to protect our environment around here. The game is simply a way to say we need to kill these guys.
Ripple Effect Documentation
This game is Ripple Effect. Ripple Effect is a game I made using swift again where the players everyday choices could effect anything or anyone around them. You have to make ethical choices for yourself, others, and the environment. To play the game you simply go day to day deciding on what your morales are going to be. Could start off small by saying you are gonna stay for extra hours at work to gain more money, however because of this your health and happiness went down. The inspiration though is pretty much I wanted to try to make a realistic game of life where everything isn’t all sunshine and rainbows. Yes I know its not the prettiest looking game right now but I am just trying to work on the basic mechanics and storyline to get the game flowing.

Game 3 Carbon Clash iteration 2
Game 2 Refinement
Full Rulebooks From Idea Master Lists 1 & 2!
Ideally, one of these three google docs will be turned into a full on Canva full book with design for trackers, boards, and pieces!
https://docs.google.com/document/d/1rQuTxLD_zsCqjZ-DdqU3fSY69-pobqzdBuiGp3ZZES0/edit?usp=sharing
https://docs.google.com/document/d/1vaFjA1YR0cysaFlZemEZfSt4XpyixNACg89oznWaUO8/edit?usp=sharing
https://docs.google.com/document/d/1Gzvfe0WtpylT40FzF7VQuVMp-DgE6FLRIxZBxItfbuM/edit?usp=sharing
Rulebooks Lite 2
Game Design 2 โ Game Ideas Master List (Part 3)
Updated Revisions for Carbon Clash
Carbon Clash Revised Rules: PA Edition
Objective: Have the lowest total carbon footprint (fewest cards) when the main deck runs out.
1. The “Clash” (The Win/Loss Flip)
- On your turn, choose one card from the top of your pile to play into the center.
- All players reveal their chosen card.
- The player with the HIGHEST carbon footprint (highest score) must collect all cards played in that round.
- These cards go into your Secondary Pile (your “Carbon Debt”).
2. The Debate (Tie Rule)
If two players play cards with similar emissions (e.g., a Hybrid Car vs. Carpooling):
- Players enter a Debate.
- Each player has 15 seconds to argue why their activity is worse for the environment, specifically (e.g., “PA has a high-density bus network in Philly, making it more efficient than a single Hybrid, therefore, a hybrid has worse emissions”).
- The other players vote. The winner of the debate takes the cards.
3. Pennsylvania “Learning Twist.”
If you play a “High Impact” card (score 200+), you may discard it instead of giving it to the winner if you can name one specific PA-based initiative or fact (ex, “The stateโs transition toward natural gas over coal”).
End of Game & Scoring
The game ends immediately when any playerโs Primary Stack (the cards they were dealt at the start) runs out.
Determining the Winner:
- Count the cards in your Secondary Pile.
- The player with the FEWEST cards wins.
- Tie-breaker: If card counts are equal, sum the carbon scores. The lowest total score wins.
Budtenders & Baristas V3.5
Tweaks were made to rules based on playtest. Specifying that players must be evenly matched in each of the service areas and that the game must be played with an even number of players. Art and design tweaks made as well. This is the final iteration!
Game Makers Play Test Notes (CARBON CLASH)
Extraction Rule sheet – First Draft
Game 2 Refinement and Game 3
Carbon Clash Cards
Star Sailor v1 and v2
Star Sailor is a game about focusing on the environmental impact of pursuing your goals, while keeping your energy and life meters in check.
v1: Version one went well. The game took about 20-25 minutes to play and learn. The biggest criticisms were an upgrade to the game board and visuals. And a few more key features to make the game more engaging.
v2: Added content was new dice, new character and stat cards, and a few new mechanics.n This was recived better, however the pathway for the new map was still a little confusin. It was stated that having the cards may be a little reptivitve, so that will be removed in the next version. The black-hole mechaic was also fixed so now that players will move to a new planet instead of being in the black hole.
For the next version I want to shrink and make the dice out of a diffrent materail to make them sound less terrible, make a new map and add some kind of upgrade mechanic.








