Jackbox Split The Room Review

Describe interactions between players? – There would be more of a social interaction if we were all together instead of over meet. That would add a lot more to the game. Also having more of a connection with the players would allow for people to play with inside jokes to better “split the room”. This would allow for much more to be said if the players know each other’s barriers of what can and cannot be said.

How long did it take to learn? – It took the first round as a learning curve. But after the first round I understand this game mode fully.  I may have been slightly frustrated with the learning curve if I was trying to be more competitive at the time.

Would you play it again? – Yes this is not the first time I have played and will most likely not be the last.

Week 1 Game Ideas

Thro Fish – Played like “Go Fish” but the players are ~6 feet apart and cards are thrown. Only caught cards are added to the hand, the rest remain in the center pile.

Simple Ball Bounce – Players stand in a circle, six feet apart. Players bounce a bouncy ball to other players who try to catch it. If a player misses a ball, they are out. More balls can be added for extra difficulty.

6ft Laser Tag (AR) – A laser tag system that can be played anywhere, but players cannot shoot other players that are less than six feet away. Could include various game modes.

Infection (AR) – Similar to tag in that one player starts off “Infected” and must try to “Infect” other players. Other players are infected when an infected player is less than six feet away. Infection isn’t instantaneous, rather a progress bar slowly fills and fills faster the closer the two players are to each other. The progress bar would slowly deplete once the two players are far enough apart. Last one standing wins.

Snowless Snowball Fight (AR) – Players have targets attached to them and a set of balls. Players throw the balls at the target’s on the other players to score points.

Jackbox Game review- Zeeple Dome

I really enjoy a lot of Jackbox games. I always find myself having fun regardless if I am in the audience or not. However watching people play Zeeple dome was not enjoyable at all. It was very frustrating. A lot of the players were not able to hear the rules announced so they did not know that they were supposed to match the colors until the game was almost over. Even though the bag guys were glowing a matching color to specific players it was still hard to catch on unless you heard the rules announced through the TV. Two of the players were also very close in color which made for some more confusion. It was also not immediately clear that you could revive other players by touching them. This is a type of game that you would have to play once first to understand if you did not hear the rules. The character design is very cute and likable however when it comes to the bad guys it was a little hard to notice their colors. This game would most likely be a game that I only play a few times just to see all of the stages and then never really play again. There is a lack of satisfaction when it comes to playing this game.

5 Game Ideas- Social Distancing

Target Ball

Players wear vest with led targets, team members must hit opposing team members targets with soft tennis balls/foam balls. When all targets are hit you are out. The team with the last player standing wins. Can be a group game or individual.

Parachute Toss

People pair off into teams and take turns using a parachute to launch a ball into various baskets. Each basket is worth a different amount. First team to reach a certain score wins.

My Spot

Flat target with various divots is placed in the center of all players. As the start signal all players must roll balls simultaneously and try to get their balls to stay within the holes. The holes are shallow enough where players have the ability to knock other people out. Round of play lasts a certain amount of time and the person with the most points wins.

Zombie

Players must stay away from the infected. Players are given some time to hide and the zombie must find them. All players wear a band on their wrist. The band notifies hiders when a zombie is nearby(6ft). If a player and zombie make eye contact while the band is going off then the hider is now infected and becomes a zombie as well. Game ends when time is up or all hiders are found.

Shhh

Players take turns. On the table there are various items. In the center of the table is a machine/sleeping character. Players draw cards that say various different tasks they must complete. Players are given a certain amount of time and must complete as many tasks as possible without going over the sound limit of the machine. The person who completes the most tasks wins.

Week 1 Game Theory Jackbox Review

I actually have never played any Jackbox games before so playing last class was very enjoyable.  I say the game that stood out to me the most was Split the Room. Again, I have not played Jackbox ever, but I feel like this game was my favorite because of the style. The style of  Split the Room is a set up as sort of a would-you-rather game but made you think a little more. I thought the game was very easy to learn and I quickly picked up that the less that the group votes for one option over the other, the more points you get.  Getting to think who would pick what answer and trying to go with the opposite was fun because it made me try and think hard and fast before time ran out. At first I was a little confused but I feel like it was a very easy to learn game.   

The game that I found least enjoyable was patiently stupid.  I know drawing is not my thing so when I went to play it, I was more anxious about not knowing how to draw rather than enjoying the game.  Maybe if they gave us a little more time to think about what to draw I would like it a little more.  Also, I did not like how all of us could not play it at the same time. Maybe they could fix the game a little more by making the time to draw a little longer and allowing more players to play at a time. 

Game Design JackBox TV games-Split the Room

Split the Room is in a room that has a line down the center. This room shows us how many people end up on each side. The more split the room is on the prompt the more points the player gets. Whenever the game is starting a cat guy starts talking and tells us how to play the game. The cat also shows us an example of the game and what would happen. It is really interesting seeing what answers people choose with the given prompts. The last few questions are then doors which have a generated answer to the prompt or our own answers. We are then given a player and have to guess what they would answer. The game is pretty fun and it’s cool seeing what people come up with for answers to the prompts. I would play it again.

Patently stupid review

In terms of this game vs other Jackbox games I’ve played, I would say I’m a little underwhelmed. The idea of the game is to use a prompt (worded by another player) and draw an invention on your device that would solve the hypothetical problem. It sticks with a constant shape and color theme, which makes the game easier to understand and flow. The idea isn’t too original, and I would probably have liked it more if you drew for your own prompt. Another thing I noticed was how the automated voice had to repeat the prompt before every invention is shown. This is very repetitive, so maybe if they created more options for the computer voice or took that feature out all together. Usually Jackbox games are so original but this one seems a bit repetitive. I liked, however, how eight people can play at a time.

Five Game Ideas that Utilize Social Distancing

Mobile Murder Mystery:

A game like Clue or murder mystery parties where there’s a mystery the players race each other to solve.  They each start off with some amount of clues, and at some point during their turn they can ask another player for another clue.  There would be 2 or more players that were imposters of some kind.  When a player asks another player for a clue, only those two players can see the conversation, and all the rest of the game can see is that those two players are discussing (to add to potential paranoia.)

Escape from Haunted House:

A phone based group game that uses exercise and movement as a game mechanic.  All the players are trapped in a haunted house, and must explore it to ultimately find a way to escape.  The way players are able to move spaces is by moving spaces in real life.  The total distance covered between all the players determines how much they can explore the haunted house, and there’s some kind of time limit, so it benefits players to split up over a large area.

Crowd Sourced Story:

A choice-based adventure game, similar to choose your own adventure games.  The players will play through a story making choices to decide what happens in the story.  Each choice will be decided by a player vote, and they will be able to try to persuade others to vote for a certain choice.  Could have two modes: relaxed and competitive, where relaxed simply has a group of players telling a story together, but competitive starts with each player getting a secret goal of bringing the story to another outcome.  Relaxed mode would have no victor but competitive mode would have the winner as the player that successfully makes their outcome happen in the story.

Connect the Path:

An exercise based game utilizing phone GPS (and would only be playable in certain locations.) The game would assign the players a long path in the nearby area to fill out. The path would consist of multiple smaller “tracks”.  A player would complete a track by walking through it, and only one player would be able to complete a track.  The game ends when the full path is complete, and the winner is the player who has completed the most tracks.  A path might be to walk from Yorktown to the Neville Island RMU Sports Center.  Tracks along that path might include from Yorktown to Walmart, from Walmart to RMU entrance, from RMU entrance to Coraopolis, and from Coraopolis to RMU Sports Center. Players cannot feasibly make it from each location to the next in a shortened time frame, so they need to spread out to cover all the paths before the timer runs out.

Garden Growth:

A resource management and building board game.  Each player has their own board representing a garden, with different slots in which to plant things.  (The plants are represented with different colored chips.)  Different plants have different advantages.  One plant might yield a harvest every turn that allows the player to purchase more plants or supplies to tend to plants. Another plant might not offer any harvest, but have a fertilizing effect that causes nearby plants to be healthier or produce faster.  Each turn, the player would have to use a limited amount of actions to tend to their plants.  (At the beginning of the game, it would be easy for a player to tend to all plants in their garden, but by the end, the player would have to prioritize some plants over the others, and if a plant goes without, say water, for a certain amount of turns, that plant would die.) The game would have a finite amount of turns.  At the end, the victory would be calculated by points, awarding different points for features such as amount of healthy plants, money earned, etc.

Jackbox Review: Patently Stupid

Patently Stupid is a game that sees players attempting to solve problems created in part by the other players. They use a sketch, name, and tagline to make a product to solve the problem and then present it. Each player then votes on the products they think would be the most successful and points are awarded as such.

Patently Stupid is a fairly straight forward game that is easy to understand and play even for new players. The directions are clear and simple. It is entertaining to see what kinds of prompts players will get and what their solutions will be. It makes for a great party game that can be played amongst friends or family.

JackBox, Stupid Inventions

Emily Buzzie – Game Design

The goal of this game is to finish various prompts, get shown 2 random prompts that were filled out by other players, draw a ‘stupid invention’ to solve the problem said in the prompt, and then vote on other players inventions, which are given a title and tagline before presented. 

Was the game fun?

This game was a lot of fun. I’ve never played it before, and it made a good first impression. Due to the mad lib style prompts, randomization, varying drawing skills, and creative titles and taglines made the game very different for each player. Even during the second round, when given the same prompt, everyone’s inventions, names, and taglines were so different from one another.

Interactions between players

Some interactions between the players include finishing prompts for other players. Each player gets to finish a prompt or two, which is then given to another player to pick from. So when you are drawing, you are creating an invention for other players’ prompt. Another interaction would be the voting process. Once everyone has drawn their invention, and created a title and tagline, all the other players vote on each other’s work. This determines points, and ultimately the winner. Everyone’s reason for voting is different, personally I choose the funniest invention or the invention that I would want and use. 

How long did it take to learn?

As mentioned earlier, this was my first time playing this specific JackBox game, and it didn’t take very long at all. There is a narrator that explains a little bit in the beginning, and continues to explain each step and each time something appears on the main screen and phone screen. It was very easy to pick up, no confusion, and very quick to catch onto. The title helps with this, as the goal of the game is to make a stupid, funny, helpful invention. 

Would you play again?

I definitely would. I have played JackBox before, but never Stupid Inventions, it is already one of my favorites, if not my favorite. Getting able to draw was fun, but getting to decide the title and tagline was somehow more fun to me. Voting was the most fun, in the whole game, it was super funny to see what everyone came up with. All in all, I would 100% play this game again. I feel like no matter how many times I played and who I played with, it would be different each time.

Jackbox Review: Patently Stupid

Patently Stupid opens with a great deal of dialogue. This dialogue has no obvious option to include subtitles.  Since the dialogue goes on for some time, subtitles would make it easier for people to follow and more accessible for those with hearing issues. The game includes an option to skip the dialogue entirely, but since it is all spoken there is no way to make the intro go faster without skipping it entirely.  This could cause impatience, particularly when a game is played with some players who have already played and don’t need the intro and other players that need it.

The different steps of the game include timers.  This is important because it prevents the game from being frozen forever if a player’s device gets stuck or if they stop playing without leaving the game.  However, the timers are only located at the bottom of the main screen and not indicated on the players’ individual devices.

During the presentation stage of the game, each player gets to choose between “Present for Me” and “I will Present”.  Choosing the “I will Present” option takes the player to a menu where they can control which aspects of their project are displaying on the main screen for the other players.  The issue with this is that the menu screen takes a moment to understand at first glance, and the entire presentation is done in real time.  This means for a first time player choosing this option, it is very possible they will be too pressured to think through what order they want to present different items in. The gameplay could be improved if the players all chose at the same time how they would present and then had time to prepare their presentation before being put on the spot.

As a whole, the game felt aimless until the final round. The structure of the game wasn’t clear until it was over, and at any given time there wasn’t a clear view of where it was going. Overall, the game was too close to the corporate brainstorming sessions it is trying to mock to be a fun experience.

JackBox Game Review: Split the Room

I find some JackBox games interesting because most of the time you want to win in the end but you need the support of others to get you there. In Spilt the Room, you are given a hypothetical situation with a fill-in-the-blank. A few multiple choice answers are given. You win more points in a round if the majority vote picks the same multiple choice answer you did.

How long did it take you to learn the game?

At the beginning of the game, we are introduced to a narrator who looks like a cat butler. He explains the game and takes you through the different prompts that will show up on your phone. I have played JackBox before, therefore, I knew that I would using my phone to interact and a TV to see the responses. I thought it was helpful that the cat butler narrated through the whole game because it gave more context and personality to the game itself. After the second round of answering the hypothetical scenarios, I caught onto the game.

How do you interact with others?

You interact with other by seeing what answers they decide in each round. I find it interesting to see how everyone answers to a scenario. Depending on the people and scenario, you might not know how people will answer. There is not a lot of physical dialogue between players but I also think that depends on the group of people you are gathered around.

Would you play it again?

I would try it again. I would not play it as regularly as some other games I play because I think it requires a good group of people but given the right context, yes.

Jackbox review Zeeple Dome

I have played many jackbox games over the years, and for the most part I enjoyed the majority of the games and think that they are well made, both from a artistic and technical standpoint. Sadly, Zeeple Dome is not as polished as the other games Jackbox has made. This is both due to the game itself, as well as the technical issues surrounding it. For starters zeeple Dome requires you to essentially aim your character in the right direction. While this would feasibly be a good mechanic when you are physically in front of the screen, when online the input delay is large enough that aiming resorts to aiming in the general direction and just hoping that your character will hit the enemy. Another aspect of the game that isnt really well explained are the enemies. Usually with jackbox tutorials they give you a good understanding of how the game works, while still keeping it simple and easy to understand. Zeeple Dome doesnt even explain the mechanics of the game, ESPECIALLY how the enemies work. In fact I didnt even know we had to hit the enemies specifically when they light up with our characters colors, until Tasia said so in the chat around 15 minutes in. Normally I think that the player could figure these things out on their own, but there are so many characters and particles bouncing around everywhere that analyzing what happens when you hit an enemy is unlikely. Overall, Zeeple Dome has fun mechanics that theoretically would result in a fun game, but the lack of explanation of how the game works, as well as the frustrating delay in the controls results in a unfun experience.

Lava checker reflection

Checkerboard lava game review

After the initial playlets of this game, I found that the general mechanics work well with little issues. The reason that it played well is because it is checkers rules with a slight twist. Since I used the standard rules of checkers as my base, it was easy to make adjustments that wouldn’t hinder or over complicate the game. My favorite aspect of the game was the possibility for the board to change (by flipping the lava tiles). Players can use this to their advantage to try to block or maneuver the opponent to their benefit. Since the initial creation I made it a rule that each player can only turn over a certain amount of tiles and disabling them. This limits the players and makes a point of incorporating strategy into the game.
Some kinks that need to be worked out include the number of pieces on the board. From the first round of playing, there were only 5 per player, but I think this makes the game start a little slower since both people have to be a little more cautious of their moves and what happens. If they had more pawns, then it would increase the initial stage of the game and allow players to get more aggressive—therefore making the game more interesting. The question is though, how many pawns should they have if more than 5. I think this ties into the size of the board. Since the board size can also be negotiated at the start of each game (allowing for a change in strategy and decreasing predictability)-the number of pawns should depend on the board size. Somehow a ratio should be worked in to this. My idea is to provide several variations in board sizes and then give the number of pawns for each potential game set. This will still allow for user creation by provide more structure as a basis to go off of.
In conclusion though, although I liked the mechanics of this game and think that it does have potential, I have decided not to pursue this idea. A major reason is because it is so heavily based off of checkers, it feels almost finished with little room for my own creativity. It’s simplicity doesn’t appeal to me and I would like to continue with a game that has a lot of room for growth and idea development. I want to challenge myself and I don’t think this game allows for much other potential.

Carcassonne Review

Carcassonne Review

My initial opinion of this game upon playing it was daunting, after being brain fried and tired and I wasn’t prepared for a high intensity strategic game. Fortunately for myself, Carcassonne is the perfect balance where it require strategy and attention with multiple interconnected parts, but with an ease of catching on. After the first half of the semester and playing various games, I have developed an appreciation for games that are complex in parts but can be learned just by starting and seeing where it goes.
The building of the board game was my favorite component, as I’m sure it is with most other players. This dynamic took something that would have been simple and redundant and allowed the user to interact and call the shots- allowing each game to be different and cause different outcomes.
Taking a step back, I really appreciated the rule set, specifically the pictorial references to show exactly what it meant. This is an aspect I’d like to include in my game (if its complicated or hard to describe with strictly words).