Play Test Question: Flux

Madison Hurst

  1. What was the most frustrating moment or aspect of what you just played?- The most frustrating part was the rules and layers of the game.
  2. What was your favorite moment or aspect of what you just played?- My favorite moment of the game was having the ability to change a rule. For example, we were able to change the number of cards you pulled from 1 to 5 then to 4.
  3. Was there anything you wanted to do that you couldn’t? – I really wanted to take another players card or swap easier with them. They had a card I could’ve used to win.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? – I would remove some of the rules so they didn’t overlap and slow down the game. I would change the game by players/opponents having immediate impacts on other players rather than limiting their card choice or number.
  5. Is this a game you would play again? – No because I was felt that the directions and rules took way too long to understand. It made the game feel long, and by the time I partially learned it I was mentally disconnected from the game.

Game Design 1 Fluxx Test Questions – Kaelin Hartman

  1. It takes too long to understand in my opinion and not having a general idea of what your getting into kind of annoys me.
  2. When the Rules stack up it gets interesting (even though slightly mind boggling)
  3. There didn’t seem to be a way to easily win honestly, and I wanted to win so I couldn’t do that.
  4. It wasn’t super captivating somehow so I would want it a little more intriguing somehow – it might have been the design or theme of the game that didn’t really keep me engaged. Also there are too many words on the cards which makes it complicated and a bit boggling to comprehend.
  5. It would not be my first choice, no. (We didn’t finish so that’s no fun)

Play test Questions – Star Flux

  1. Starting the game and getting set up first was the most frustrating refiguring out how to play.
  2. My favorite moment was putting down 2 cards in hand rule but you also had to pick up 5 and play 3 which kept it interesting. 
  3. I wanted to be able to switch up a rule because I picked up a better rule but I had already played so I couldn’t change the rule. 
  4. I would change the theme of the game to something more intriguing to my generation. Possibly would like to see an RMU version or maybe an Minecraft version or Halloween version. This would capture the user in a more relatable and enjoyable way. 
  5. I would play this game again if it was a different more engaging theme. 

Five New Ideas for Serious Games

“Under the Surface” puts players in the role of marine biologists, tackling ocean decline. By studying marine life and tracking pollution, players witness the impact of human actions and learn how small changes can protect ecosystems. This game emphasizes environmental awareness and the importance of conservation.

“Echoes of the Past” delves into forgotten historical narratives. Players piece together lost stories, revealing biases in historical records and highlighting the importance of diverse voices. Through detective work and interactive storytelling, players confront historical events shaped by conflict and displacement. This game promotes cultural preservation and challenges traditional historical perspectives.

“Bias Breakdown” tackles media literacy. Players navigate a digital news landscape, learning to identify bias and misinformation. By taking on roles within the media, they understand how algorithms and narratives shape public perception. This game aims to teach critical thinking and awareness of media influence.

“Prison Pipeline” addresses systemic injustice. Players follow the lives of young people, making choices that illustrate the impact of socioeconomic disparities on their futures. This game exposes the consequences of racial and economic bias within the criminal justice system, highlighting how policy affects real lives.

“Silent Signals” focuses on mental health awareness. Players learn to interpret non-verbal cues and provide support to someone experiencing mental health struggles. By mimicking the difficulties of communication, this game fosters empathy and understanding. These game ideas all demonstrate how games can be used to educate, raise awareness, and promote positive change, moving beyond simple entertainment.

Strike Force Presentation

Strike Force: Shooter card game

Strike Force is a turn-based, team card game where players strategize to attack or defend, using a variety of weapons, specials, and items to eliminate the opposing team. Each team has a total of 100 health points, and the goal is to reduce the other team’s health to zero first.

Setup

1.Teams: Divide players into two teams. Each team shares a health pool of 100 HP.

2.Decks: Shuffle the deck of weapon, special, and utility cards and place it in the center.

3.Starting Hand: Each player draws 2 cards.

4.Turn Structure: Each turn has a Buy Phase and an Action Phase.

Phases of Play

1. Buy Phase

  • At the start of each round, players can use the Buy Phase to draw or discard up to 2 card for each player on the team to improve their hand. This allows players to strategize based on their role (offense or defense).

2. Action Phase

  • Teams decide to attack or defend based on the cards in hand.
  • Attack: Players choose weapons and special cards to deal damage to the opposing team.
  • Defense: Players use defensive cards to protect their team’s health pool.

Weapons

  1. Assault Rifles (ARs):
  • Ammo: 10 shots
  • Damage: 1 damage per shot
  • Special Rule: Discard after use 

2. Submachine Guns (SMGs):

  • Ammo: 10 shots
  • Damage: 1 damage per shot
  • Special Rule: Discard after use 

3. Shotguns:

  • Ammo: 1 shot
  • Damage: 10 damage
  • Special Rule: Discard after use 

Specials

  1. Grenades: 1 throw 
  • Damage: 10 each player total of 20 (splash damage) 
  • Special Rule: Single-use, discard after use.

2. Rocket Launcher:

  • Damage: 15
  • Special Rule: Single-use 

3. Riot Shield:

  • Defense: Blocks 5, 10, or 15 damage based on the specific shield card. (note, if you use the 15 strength shield for a 5 or 10 damage attack you dont get to keep it and save the remaining heath on it. you must discard it.) 

4. Smoke Grenades:

  • Special Effects: saves both teammates. 
  • Defense: Avoid all damage for one round.
  • Special Rule: Single-use, discard after use.

Gameplay Example

  1. Turn Start: Each player draws 1 card.
  2. Buy Phase: Players can choose to exchange their card to help their team. (1 card change per player.) 
  3. Action Phase:
  • Team A decides to attack with one player using an Assault Rifle (10 shots for 10 damage each) and one using a grenade (20 damage).
  • Team B decides to defend, with one player using a Riot Shield that blocks 20 damage and another using a Shotgun to deal +10 damage 
  1. Damage Resolution:
  • Team A deals a total of 30 damage (10 + 20), but Team B’s Riot Shield blocks 20, so they only take 10 damage.
  • Team B’s shotgun deals 10 damage, so at the end of the round both teams lose 10 health.
  1. End of Round: The round ends, and the next turn begins with each team adjusting their strategy based on remaining cards.

Winning the Game

  • The game continues until one team’s health reaches 0 HP. The remaining team is declared the winner.

Playtest #1 

My first playtest encountered several challenges that highlighted areas for improvement in the game design and rule set. From the start, players had numerous questions because the rules lacked sufficient clarity . This not only slowed the pace of play but also disrupted the overall experience.

One key issue was the lack of detailed instructions regarding how the ammunition system worked, which created confusion and impacted gameplay mechanics. Additionally, a significant misprint on the shotgun card caused further imbalance. The card stated that the shotgun had 10 shots, each dealing 10 damage. This gave it the potential to deal 100 damage in total, which far exceeded the damage output of any other weapon in the game. This oversight inadvertently created an unfair advantage and disrupted the intended balance of the game.

The feedback from the playtest was crucial  for identifying areas to improve and ensuring a smoother, more engaging experience in future iterations.

Playtest #2 

The second playtest showed significant improvement in the mechanics, as the initial issues were resolved. With those addressed, new feedback emerged regarding the frequency of certain cards appearing during gameplay.

Initially, I included four shield cards, each offering protection against 5, 10, 15, or 20 damage, and gave them equal representation in the deck. During play, however, it became apparent that the abundance of shields made it difficult for players to deal meaningful damage, which disrupted the game’s balance and pacing. So I removed the 5 protection shield completely. and reduced the amount of shield cards that occured. 

Another area of concern was the smoke grenade card, which caused confusion among players. Initially, the card dealt damage when thrown, leading players to interpret it as an offensive item. However, my original intent was for it to be used defensively, allowing players to avoid incoming damage for a single round. To address this, I removed the damage aspect entirely, and during subsequent use, the card functioned as intended, enhancing strategic play.

These adjustments have clarified gameplay mechanics and improved the balance of the card distribution. The playtest provided valuable insights, and these changes have brought the game closer to its intended design. Future iterations will focus on refining the deck composition further to ensure an optimal balance between offense and defense.

Playtest #3

The third playtest marked a significant milestone in the development process, offering a vastly different experience compared to the first two sessions. With the rule set clarified and all prior mechanical issues resolved, gameplay proceeded seamlessly, and no complaints or concerns were raised by the players.

The feedback was overwhelmingly positive, with players fully engaged and enthusiastic about the game. Many offered creative and constructive suggestions for expanding its mechanics, including ideas for introducing new weapons and incorporating features that allow players to influence or control each other’s actions. These suggestions reflect the players’ deep interest and investment in the game.

This successful playtest confirmed that the core mechanics and overall balance are now well-established. It also provided an exciting opportunity to consider future expansions and enhancements. Moving forward, I plan to evaluate these suggestions and explore ways to further develop the game while maintaining its accessibility and appeal.

Whats Next:  

Next, I plan to enhance the depth and strategic complexity of the game by introducing special abilities for players. These abilities will include, but are not limited to:

• Sabotage: Temporarily disable an opponent’s weapon for one round.

• Stealth: Prevent the player from being targeted or attacked for one round.

• Overwatch: Automatically launch a counterattack when the player is attacked.

These abilities will add a new layer of strategy by encouraging players to time their usage carefully. To maintain balance, each special ability will have a cooldown period, becoming available for use once every five rounds. This recharge mechanic ensures thoughtful gameplay and prevents overuse of these powerful abilities.

Bradys Bingo Rule Set

in bradys bingo the oldest of the group starts off my choosing an event on thier board and reading it out to the group. if someone in that group says they have done that then whoever asked the question puts a chip on thier board covering that event. once you cover 5 events in a row says BINGO! and they win. if no one has done it then you dont put any chips on the board.

Strike Force Rule Set

Strike Force is a turn-based, team card game where players strategize to attack or defend, using a variety of weapons, specials, and items to eliminate the opposing team. Each team has a total of 100 health points, and the goal is to reduce the other team’s health to zero first.

Setup

1.Teams: Divide players into two teams. Each team shares a health pool of 100 HP.

2.Decks: Shuffle the deck of weapon, special, and utility cards and place it in the center.

3.Starting Hand: Each player draws 2 cards.

4.Turn Structure: Each turn has a Buy Phase and an Action Phase.

Phases of Play

1. Buy Phase

  • At the start of each round, players can use the Buy Phase to draw or discard up to 2 card for each player on the team to improve their hand. This allows players to strategize based on their role (offense or defense).

2. Action Phase

  • Teams decide to attack or defend based on the cards in hand.
  • Attack: Players choose weapons and special cards to deal damage to the opposing team.
  • Defense: Players use defensive cards to protect their team’s health pool.

Weapons

  1. Assault Rifles (ARs):
  • Ammo: 10 shots
  • Damage: 1 damage per shot
  • Special Rule: Discard after use 

2. Submachine Guns (SMGs):

  • Ammo: 10 shots
  • Damage: 1 damage per shot
  • Special Rule: Discard after use 

3. Shotguns:

  • Ammo: 1 shot
  • Damage: 10 damage
  • Special Rule: Discard after use 

Specials

  1. Grenades: 1 throw 
  • Damage: 10 each player total of 20 (splash damage) 
  • Special Rule: Single-use, discard after use.

2. Rocket Launcher:

  • Damage: 15
  • Special Rule: Single-use 

3. Riot Shield:

  • Defense: Blocks 5, 10, or 15 damage based on the specific shield card. (note, if you use the 15 strength shield for a 5 or 10 damage attack you dont get to keep it and save the remaining heath on it. you must discard it.) 

4. Smoke Grenades:

  • Special Effects: saves both teammates. 
  • Defense: Avoid all damage for one round.
  • Special Rule: Single-use, discard after use.

Gameplay Example

  1. Turn Start: Each player draws 1 card.
  2. Buy Phase: Players can choose to exchange their card to help their team. (1 card change per player.) 
  3. Action Phase:
  • Team A decides to attack with one player using an Assault Rifle (10 shots for 10 damage each) and one using a grenade (20 damage).
  • Team B decides to defend, with one player using a Riot Shield that blocks 20 damage and another using a Shotgun to deal +10 damage 
  1. Damage Resolution:
  • Team A deals a total of 30 damage (10 + 20), but Team B’s Riot Shield blocks 20, so they only take 10 damage.
  • Team B’s shotgun deals 10 damage, so at the end of the round both teams lose 10 health.
  1. End of Round: The round ends, and the next turn begins with each team adjusting their strategy based on remaining cards.

Winning the Game

  • The game continues until one team’s health reaches 0 HP. The remaining team is declared the winner.

Game Prototype – Rotten to the Core – Collab between Sara and Amber

Rotten to the Core is a game about decomposition through the use of various insects and fungi associated with the process of decomposition. The goal is to decompose the body as fast as you can without getting caught! Please read more below to see rules and information!

Game Pieces and Setup:

I had a lot of fun planning and making the game with Amber! Breaking down the playtesting notes that we received was a fun challenge and I especially enjoyed making version 2, because I was able to customize the art for the game! I hope Amber wants to revisit this game in Game Design 2!

Game Prototype – Academic Integrity

This was my first prototype for class! I wanted to challenge the use of AI and how Media Art students viewed it. As a simple fill-in-the-blanks game, it made players attempt to identify what was and wasn’t AI! For more information, read below!

Rules:

AI Cards: (different art styles were used to confuse players!)

Topic Cards:

The Answer Key: (No Peaking!)

This game was incredibly difficult to make, with having to hand sort through Adobe Firefly and the various versions of the prompts it created for me. It was also a challenge to source artists who were not AI on Adobe Stock!

Game Prototype – A Box for my Trinkets

I have SO MANY Trinkets. I know many others can agree that cute little trinkets are so fun to collect and display! But, I need a box for them! In this game, players have two cards they pull from the start, a special trinket card, that gives the player a specific description of a trinket they must find or receive to win, as well as a Trinket Types card that gives a loose description of the types of trinkets they have to collect to win! Players must fulfill both cards to win the game! Read more below for more information!

Though the original rule set has been lost in my process of moving, I will do my best to recreate what the rules were.

RULES:

1.) Each Player will grab on “box” (2-4 players) and place the box in front of them. These boxes are meant to be for the players eyes only!

2.) A large bag full of trinkets will be in the middle of the play area, and two stacks of cards, one red and one blue will be alongside the bag.

3.) Starting with the oldest player, they will grab one red and one blue card from their respective piles. Reading them silently and keeping the content of the cards secret until the end of the game.

4.) The oldest player will then grab ONE trinket without looking. Being careful to keep the trinket hidden and place it into a slot in their box. The player whose turn it is after the oldest starts the game can decide to grab a trinket from the bag or take the trinket of the player who just took a turn. This rule applies to all players after this.

5.) This cycle continues until someone fulfills their card’s requirements, at this time, the player who believes they have correctly fulfilled the card will show the card to the other players who decide if that player wins or not. If the player wins, the game is over. If the player doesn’t win, the game continues, and that player must choose one new card to replace either the red or the blue card.

Example of what the prototype boxes looked like: (I forgot these when I originally prototyped the game in class, so players had to use cups)

These were the red and blue cards:

Inside my bag of trinkets used during playtesting:

Though this game was fun to make and playtest and everyone enjoyed it. It is more of a collectors game and has many small sensitive parts to the game pieces. Professor Ames did say I could make a concept of a really nice set of boxes to come with the game, and make players provide their trinkets and topic cards but playtesting in a classroom with just four boxes and blank cards isn’t much to test. I do not believe this game will return for Game Design 2. 🙁 But I loved making it!

Game Prototype – Stick with the Flock (Returning from 4D!)

Stick with the Flock is a game I created in 4D last semester! it is loosely based on the card game, “heard mentality” except players are meant to focus on learning about other players and maintaining their flock of cute little ducklings. But it has a twist! players can become a “Stubborn Swan” and play the game backwards! Read more below for details!

RULES: (I actually revised it on 12/10/24)

Game Pieces:

Game Pieces in more detail: (Considering this was my final version for 4D I made it fancy!)

Detail on Question Cards:

I think doing a final version of this game I was really proud of from 4D, and applying what I have learned and experienced can really help it feel put together! I do plan to have this game make a comeback, as players did not get to try this final version in class!

Sorry I forgot to post this but this is our thoughts we wrote down for the Skater Skirmish Prototypes 1-4

The rules and mechanics we really did not have to change at all because it was perfect. The only thing we decided to change was the board itself. We obviously had a few ideas that we could incorporate but it made the game a little bit too complicated. The biggest debate was to either make the player have attempts or a time base system to do their tricks each turn. The time one gave way to many chances to do it, while the attempts forced the game to be more competitive. We did however decide to remove a rule which I don’t I don’t remember the name of. The point of it is that if you successfully complete a trick you can continue to go up the ladder until you complete a difficulty card from every color. The player then gets bonus points from doing it. We had to remove it because an experienced player could win the game within one round. Regardless I’m happy how everything turned out though.