Kobold Guide to Game Design: Part 3 Questions

  1. The difference between a game designer and a game developer is that the game designer creates the idea of a the game and comes up with the initial ideas, then the game developer refines these ideas and creates the finished product of the game.

1a. A big thing that commonly occurs during the game development process is play testing. With the knowledge that game developers gains from play testing, they can then go back and refine any mechanics or aspects of the game that might need changing.

2. The main challenges of balancing a game are numbers and components. When numbers are involved in a game, it is vital to balance those numbers so that all aspects of the game seem fun and fair. This can be said for components as well, any aspect or component of a game must be balanced around each other so nothing feels unfair or unfun.

2a. Players should believe that there is balance and strategy within games. Even when things may be stronger or weaker than other aspects of a game, if there is an idea of balance and strategy to go along with those, players will often times find it fair and entertraining.

2b. There are a few ways to avoid stealing a players fun while playing games:

  • Don’t have ways for players to be kicked out before the game is even over, let them have a chance to come back
  • Avoid ‘Kingmaking.’ This is when a player is in a position to win, but cannot choose themselves.
  • Don’t reward the person in first. If you do this that player can ‘snowball’ their lead and make it impossible for the other players to catch up.
  • Include inherent deceleration. When a player is close to the end or close to winning, they should have a uphill battle in achieving that victory.
  • A players ability to influence other players should be somewhere between ‘none’ or ‘lots.’ If you have no player interaction then it may feel like a singleplayer game, but too much player interaction between one another can lead to frustrating moments. Finding that middle poin is important to allow players to have fun.
  • Don’t force a reverse. Forcing a player to lose something or go backwards on a board can be very frustrating and creates an unfun scenario.

3. When writing rules for your game, you should follow these guidelines:

  • Use Intermediary Terminology: Call things what they are and use words that anyone could easily understand when describing things.
  • Use Real Words: Don’t make up words that players won’t immediately understand, make it simple for a new player learning your game.
  • Make no More Work than Necessary: Make things simple for the player, don’t add in more steps or requirements than necessary to play your game.
  • Add Flavor (But not too much Flavor): You can add a bit of flavor text that relates to your game, but overall you should keep that to other aspects of your game.
  • Make your Text no Smarter than your Reader: You should keep your rules easy to understand so that any player can easily understand how your game works and should be played.
  • Discard Rules that can’t be Written: If a rule is too complex or hard to write out, then discard it and either find another way to implement that feature or remove it completely.
  • Take a Breath: Keep things short and simple when writing rules, or at least pace things out so players don’t have to take in so much at a single moment.
  • Go Easy on the Eyes: When formatting your rules, keep things simple so that players have an easy time reading and going through the rules.
  • Get your Final Version Playtested: When your game is finished, play test it as a way to ensure it works as intended and gather any last minute changes that need to be made to the game or the rules.
  • Fix it in the FAQ: If you find any errors in your ruleset after already releasing it, you can always fix it and release another version online or answer any questions that players have.

4. Play testing has changed a lot with my game, Captain’s Lost Treasure. After my first play test I realized that the numbers I was using were horribly unbalanced and the game ended in a few rounds when I expected it to be a decently long game. My second play test when a lot more smoothly, but it still showed that I needed to refine how Crew Members worked as I only allowed one Crew Member to attack an enemy per turn at the time. This then lead to me allowing all Crew Members to attack in a turn, but I created Frontline and Backline Crew Members that way tankier Crew Members could take the brunt of the attacks and protect their own Crew’s damage dealers. I also only had a few Ships for people to use at the start, but after seeing that players wanted more from the Ships, I created a lot more and added Tiers to the Ships that allowed players to upgrade to bigger and stronger Ships as the game progressed. Overall, play testing has helped and changed a great deal about my game so far.

5. One I have a polished version of my game, I want to have friends and family play test my game outside of class. Getting the opinions of people that have little knowledge on game design and just play games for fun will be very important as I can see how the average person would react to playing my game.

Family Playtest Feedback

Not many individuals can say their family are great playtest critics, but I’m lucky enough to have critical and opinionated parents who never let me down in that regard. The game was well received and below are the edited responses to playtest questions (I edited out all the competition and yelling).

What was the most frustrating moment or aspect of what you just played?

Dad: Deciding which recipe to choose

Laura: I liked the whole game, except when mom decided she needed to “fix” it

Mom: The playing board, I wanted an area to actually work on recipes instead of only having a pantry/fridge

What was your favorite moment or aspect of what you just played?

Dad: yelling “I’M COOKIN'” when I got to cook

Laura: It was like a card game version of Cookin’ Mama which is one of my favorite games

Mom: Cooking and trading ingredients

Was there anything you wanted to do that you couldn’t?

Dad: Keep extra ingredients

Laura: No

Mom: Work my recipe on a space designated to do so

If you had a magic want to wave, and you could change, add, or remove anything from that experience, what would it be?

Dad: Trade ingredients without the other person having to agree. (I’m imagining some sort of force feeding? He just really needed cake batter and didn’t have it)

Laura: Idk, probably nothing. I like this game because I feel like it also teaches basics of ingredients for the actual recipes

Mom: My husband is too competitive

*collective yes on playing again*

Captain’s Lost Treasure Update Ruleset

Description: Captain’s Lost Treasure is a card game where players assemble a pirate crew in order to amass a great wealth and defeat any crew that comes in their way.

Setting Up

  • Make a pile for each card type: Ship Cards, Crew Member Cards, Equipment Cards and the Gold tokens. Make sure to shuffle each card pile before drawing.
  • Each player should start with this set up after shuffling: 1 Tier 1 Ship Card, 2 Crew Member Cards, 1 Equipment Card and 5 Gold Pieces.
  • Assemble your crew in the correct positioning: Frontline and Backline Crew Members
  • Use the Crew Sheets to keep track of and update your Ship and Crew Member stats as the game progresses.

Starting the Game

  • The player with the most letters in their full name goes first.

How to Take a Turn

  • The player can perform a handful of actions during a turn:
    • First Step – Plunder Gold: A player gains +1 Gold Piece.
    • Second Step – Purchasing: Players can purchase a variety of Cards using their Gold. Buyable Cards include:
      • Tier 1 Ship Card: 5 Gold
      • Tier 2 Ship Card: 10 Gold
      • Tier 3 Ship Card: 15 Gold
      • Crew Member Card: 20 Gold
      • Equipment Card: 5 Gold
    • Third Step – Equipment: Players can attach or move equipment onto a Crew Member or Ship depending on the Card.
    • Fourth Step – Attack or Plunder:
      • Attack: Players can then attack with all their Crew Members. Crew Members can attack the same enemy Crew Enemy or separate Crew Members. The Ship can only be attacked once all Crew Members are dead.
      • Plunder: Instead of attacking, players can choose to Plunder 3 Gold instead.
    • Turn Ends

Hand Rules

  • Ship Card Rules:
    • Players can only have 1 Ship at any given moment, players start with a Tier 1 Ship. Players can then purchase other Ships, after purchasing a Ship, place your current Ship Card at the bottom of the corresponding Ship Tier deck.
  • Crew Member Card Rules:
    • Players can have a varying number of Crew Members in their Crew depending on the size of their ship. These numbers can be adjusted depending on current Bonuses.
      • Tier 1 Ship: 2 Crew Members
      • Tier 2 Ship: 3 Crew Members
      • Tier 3 Ship: 4 Crew Members
    • Frontline Crew Members: Crew Members listed as Frontline will be placed in the front and must be defeated before Backline Crew Members can be attacked.
    • Backline Crew Members: Crew Members listed as Backline will be placed behind the Frontline Crew Members and can only be attacked after Frontline Crew Members are defeated (Or if a Bonus specifies otherwise).
  • Equipment Card Rules:
    • Players can attach equipment or use any active equipment cards at the start of their turn.

Attack Other Players

  • When you go to attack an enemy player, you must attack their Crew Members before you can reach their Ship. Once all of a players Crew Members have fallen, that players Ship is open to be attacked. A player is out after their Ship has been sunk.

Bonuses

  • All Ships, Crew Members and Equipment have a Bonus or multiple Bonuses. These bonuses take immediate effect when that card is in use or when an equipment card is used.

Winning the Game

  • Last Crew Standing – You defeat all other crews and sink their ships.

Losing the Game

  • You lose the game once all your crew members have been defeated and your ship has been sunk.

Romito Flick Soccer Update

Today I prototyped and play tested. It gave me some more ideas and I will definitely be expanding on the idea of having a goal surrounding the Velcro’d area. I also adjusted the height of it to be less of a angled flick and more of a surface level flick, to make it less like a football field goal and more of a penalty kick type flick. I still have to figure out the best way, whether it be sharpie, paint or something else, to highlight the target or point areas within the goal on the black velcro. I also added the idea of having a goalie in the middle which isn’t velcro and whom if hit rejects the player from receiving points. This has potential. To be continued…

Kobold Guide to Game Design: Part 4 

  1. What is the difference between a “working” and a “display” prototype? 

A working prototype is intended for evaluation by playtesters or publishers. A display prototype is meant to be visually done, which means all the art and components are done.

  1. What is required of a working prototype, and what might cause one to fail?

A working prototype must include everything it takes to play the game and it should be about the gameplay. A prototype could fail if you include something that isn’t thoroughly tested. 

  1. What makes for a good prototype according to Dale Yu?

Having good first impressions, making sure the rules are clear and well-written, and making sure the components of the game make sense and are well constructed. Lastly having a good final impression, when you send a game off make sure you provide a playable game and it doesn’t look shitty since you are technically trying to sell the game.  

  1. What advice from Richard Levy will help you pitch your game?

Making sure I have a fun factor, player interaction, a strategy, an interesting theme, solid rules and mechanics, a correct target audience, and a good title. 

  1. Where might you pitch your game?

I would probably send my game to publishers that are accepting submissions from the general public 

  1. What do publishers look for in a game?

A fun factor, Player interaction, immediacy to play, strategy, interesting theme, immersive experience, interrelated theme and rules, solid rules and mechanics, innovative rules, innovative components, easily manufactured components, compatibility with other products, correct target market, good title, expansion potential, multi-language capability and easy demoing. 

7. What makes a good set of Rules?

Rules should be complete and easy to follow with no broken mechanics. 

8. Describe the best game you’ve made this semester in 250 words. Follow Michelle Nephew’s outline.

So far, the best game I have made this semester is “Divided” with Clay. This game was easy for other people to play and understand. I liked how simple it could be and it’s good for all ages. Also, each player can have their strategies on how they wanted to go out or if they wanted to go fast or slow the game down. We got a lot of compliments from people saying how much they liked the game. Currently, I’m working on a game called “Brain Cells” which is a trivia/memory game. I’m interested to see this get tested since no one in the class has made a game like this yet. The rules are pretty simple where there is a judge who will read questions to the group and if they get it right they play a memory game to collect brain cells. I feel this game has real potential since it’s not too complicated in the rules and the setup is rather easy too. 

Brain Cells

Payers- 3-6 players

Objective- Be the first to collect 5 brain cells 

Materials- Trivia cards, brain cell tokens, memory cards, and whiteboards. 

Set-up- First, shuffle the trivia cards and set them in a pile. Next, shuffle the memory cards and lay out all of them face down. 

Starting the game- To start the game the person who broke a bone most recently will start first if no one broke a bone the shortest person starts. This person will then be the judge for the first round. During the first round, the judge will pick and then read the trivia question to the rest of the players. After the first round, the remaining players will flip two of the memory cards over to try and find a match. If players find a match they will discard the matched cards and receive a brain cell token. After these two rounds, the judge will rotate clockwise and repeat. 

Round 1- During round one the judge will read the trivia question to the group without showing the card since the answer will be written on the card. The players will then write their answers on the whiteboard and when everyone is ready they will all flip their boards at the same time. Whoever got the question right will move to round two, if not, you will play when the judge switches. If no one got the question right, the judge will have the chance to move to round two. 

Round 2- During round 2, the players who have made it through will be able to pick two memory cards and flip them over. If they are a match, you will remove those cards and place them in a discard pile and receive a brain cell token. If they are not a match, you will simply turn them back over. Once everyone has taken their turn the judge will then change and you will start back over. 

Discard pile- If all the memory cards are chosen, you can re-shuffle the cards and lay them back out. 

Kobold Questions Part 3

What is the difference between a game designer and a game developer?

Game designers come up with prototypes for games where as developers will take those prototypes and polish them to make a marketable version of the game ( and usually a better version). Game development is kind of a hardcore editing stage. Playtesting is done to try and break the game using as many strategies as possible (even extreme ones). Developers make sure that rules are crystal clear, concise, and easy to follow as that will be the only communication you have with the game player. Blind-playtesting is also a part of the development stage, ending with theme and titling of the game.

What are the challenges of balancing a game?

One challenge is choosing the amount of components to have in a game. The more components generally the more complicated a game can become making balance harder to achieve. Using “costing” can help to balance a game. This just means using components of a game have different costs that sometimes players don’t even think about. The trouble with costing is you want to make sure to keep the balance by having better cards “cost” more.

You always want your players to feel and hope that they have a chance of winning until the very end of the game. Games with elimination are boring for players who get kicked out quickly.

Avoid stealing players fun (1) no elimination (2) monarchies are dead and kingmaking sucks (3) don’t reward the Max’s of the world (4) inherent deceleration that is not noticeable (5) sweet spot for player interaction (6) move someone backwards at your own risk

What are the challenges of balancing a game?

(1) Don’t use intermediary terminology (2) use real words if it’s an attack just call it that (3) don’t make more work than necessary (4) add a little spice, but not too much spice (5) don’t make your rules smarter than your audience (6) if you can’t explain a rule, don’t write it (7) make your rules easy to read and comprehend stylistically (8) make the game easy to look at (9) playtest your final version! (10) Fix it in the FAQ

How has play testing changed your game?

I’m really in love with my game “I’m Cookin” which is funny to me because it was a last minute 2am idea I never thought I would develop. Playtesting has helped fix a lot of the mechanical errors as well as the vitally important pacing error of my game. My game has gone through 2 playtests which has been unbelievably helpful in starting to complete a more polished prototype of the game. I wouldn’t be where I’m at without playtesting.

I have a hard time picking who I would like to play my game. Another blind test with people who have never played would be helpful. However, having someone who has played each newly developed version is something I think would be a great perspective.

I think the audience for my game ends up being like teens/adults. I just don’t think kids who are too young to have started attempting to cook would enjoy the game at all. Although, it’s basically a matching game at it’s core so who knows.

Who should play test your game outside of class?

I would like my friends at the Four Horsemen to blind playtest my cooking game at some point once I get the polished version. I think have a group of gamers who usually come to the mall for D&D play and drink chocolate milk play my game would be an interesting perspective.

Usually though my family and friends are helping playtest my games outside of class. My wife is my number one play tester (not usually because she wants to be) which is great because she’ll give me her unbiased opinion even if I cry into my cat’s belly later.

Kobold Guide to Game Design: Part 3 (Prototyping & Experimenting Phases of Structuring Games)

A. Roles of Game Design vs. Development and the Process of Creating A game:

A1. Difference Between A Designer & Developer in A Game:

A game designer is mainly responsible for creating a game that involves establishing structures based on organized ideas or graphics notes in mechanics. In contrast, a game developer is mostly focused on the ruleset and the game’s finalization, ensuring whether the structures are feasible for players to interact with.

A2. Development Stage of the Game:

The developing game requires to undergo rule-setting, logical structures, mockup play models — prototypes and finally experimenting with gameplay– playtesting with additional revising (rethinking, restructuring, resetting) and finalizations (sculpting quality materials for the game) to be successfully published.

B. Obstacles of Establishing Game?

When I come up with the framing for the narrative game ideas which could be useful for narrative storyboarding oftentimes, however mechanics behind the game structures sometimes could become barriers to rule-setting; I have to consider how the rule of play can make sense for potential gamers instead of just showing complex scripts of the interpretation.

B1. Beliefs of My Game:

Entertaining narrative graphic content with strategies.

B2. Avoidance of stealing players’ Fun:

Ensuring the rules of the game match the gameplayer’s initial expectations (impressions of the game by own judgments) as closely as possible to prevent unexpected errors of game strategies that weren’t intended to be formed by the game creator like accidental wins and losses.

C. 10 Mandatory Guidelines for Gameplay Structures:

  • Use no intermediary terminology — Avoid inserting some jargon terms that need to be lengthy explanations by definitions because players are newcomers and don’t usually recognize such a random vocabulary in such complex gameplay circumstances. Game words should be part of their daily life instead of knowledge mastery.
  • Use real words — Don’t assume that players will take a lengthy brain to guess the interpretation of the texts; speak to them briefly and directly about what will occur during the game rounds.
  • Make no more work than necessary — Even though some gamers love some sorts of challenges once they encountered uncontrollable barriers, sometimes players feel too surprised to come up with solutions and strategies once they discovered there are tons of restrictions to proceed like trade-offs– these may be just too logical to continue playing for them. Simplifying the game obstacles for players to feel engaging challenges without destroying their initial expectations.
  • Add flavor (but not too much flavor) — The elements on the playing piece which impress players with visual rules can represent a greater clue about what is the background behind the game and promote better memories of the game journey; Noticing that too much info printed on the pieces could also prevent each player to achieve the shortcut of the game which will eventually become an incomplete game.
  • Make your text no smarter than your reader — Game Creators should step into the target audience’s perspectives of playing their game. Don’t be complex in forming the game directions since players aren’t really part of the game industry employees (unless they are, you still need to use design thinking; the game tester always owns the client’s brain predictions to provide better advising approaches for the game).
  • Discard rules that can’t be written — Feasible Rules that are easier for players to abide by are the keystone for completing game finalizations.
  • Take a breath — Gamers mostly dislike scanning whole instructions of the gameplay. Brief Rule Directions could mean more than a complex paragraph of game explanations.
  • Go easy on the eyes — Ensuring the directions of gameplay are not eye-hurting, Be aware of word structures, arrangements, and hierarchy. Structuring the game manuals with sensible alignments with weights and highlighting the instructional sentences that players should care about.
  • Get your final version playtested — Experiment with your game model (prototype and full product) in the mockup target clients to observe how they feel when first they try to play the game.
  • Fix it in the FAQ — How the game can be improved to enhance the better satisfaction of buyers? Collecting the questions players asked and problematic issues to revise the game structures (including setups and rules).

D. Playtesting Experience:

From the perspective of being a dual-role in-game playtester and game creator, I feel like sometimes the game idea is fun to be designed as an interface prototype, however since the game involves some criteria of rules and user experience– how the players accomplish the game without misunderstandings that may lead breaking the rules and feel the game is sustainable for them to play it regularly.

D1. Who Will be Playtested for My Game (In Class)?

I think it is randomly assigned. I don’t have such picky behaviors since everyone loves various genres of games.

D2. My Major Game Target?

The audience enjoys immersing themselves in real-life situations and dream adventures.

E. Outside Playtesting of Own Game?

Since I know that media club (RUM Sentry Media) members love to play some random challenges– they will be my desired target gamers; I think my game could be a great setting for a TV channel program or sections of the show if my club team loves that.

Questions 4

1 working prototypes are playable and display prototypes are not but are made to look good

1-2 must have a rule set, be clear, and playable. causes for failed prototypes missing pieces, withholding information, uncomplete updates, unreadable,

2 overall appearance, the rules explain every thing well and answer questions the players may have along with a list of components with images

3 prepare for the prestation, ask other creators about there experiences, sell yourself, pitch to multiple company’s, control your ego, realistic expiations, don’t hesitate, multiple submissions one pre prototype, show preproduction model, trademarks

4 is it fun, set up time, theme, experience, connected theme and rules, title, target audience, compatibility, innovative rules, innovative components, good rules, interaction, strategy, collectability, easy demo, languages, expansion potential

4-2 give an over view, list components, tell how to set up, the order of play, win/end conditions, give examples, give credit

Bloxsploitation (Max and Ronan)

Objective

The objective of our game is to build a Lego tower to a specified height, despite your opponent’s attempts to impede you.

Materials

  • Legos
  • cards

Setup

  • Each player gets a green base. As of right now, the 4×4 green square is the playable area.
  • The player with the most followers on Instagram goes first
  • To start, grab two random pieces and put them on your 4×4 base.

Playing

On your turn, pick a card and follow the instructions on the card. If the card instructs you to steal pieces from your opponent you may not steal anything with structural integrity. When building, if any pieces break off as you add new pieces you lose that pieces, and the pieces you were trying to add.

Winning/Losing

A player wins when the tower reaches the height specified at the beginning of the game.

Spelling Your Doom(Shane and Frankie)

Spelling Your Doom is a game where two players compete to spell the longest word possible. The catch is, each player takes a turn adding a letter to the end of the word. They continue until a word cannot be made by adding a letter or a player cannot think of anything to add.

  • There are 5 Rounds.
  • Players Play rock, paper, scissors to determine who goes first
  • Players may add only one letter at a time
  • Letters can only be used twice per word
  • Each consonant letter in a word is worth 1 point
  • Each vowel is worth 2 points
  • If players spell something that isnt a word within 5 letters or neither can think of anything to add to it, both lose 5 points.
  • If a word is longer than 10 letters, it is worth double points.
  • After Each round, players take turns going first.
  • Whichever player has the most points at the end of the game wins.

Materials

The only materials needed are a pen or pencil and some paper.

Treasure Flaunter – Luke & Ben

SETUP

Both players need their own player piece and 2 dice for the game.

OBJECTIVE

2 players are competing to get the most treasure by getting to the end of the board first.

TURN

The tallest player goes first.

To advance, the player rolls 2 dice. This determines how far forward they go on the board. The player must choose one of the 2 dice and move based on what the chosen die says.

Once a player reaches the star space before the treasure, they unlock the next section of the board and roll for treasure. The number on the die after rolling is the amount of treasure tokens the player gets.

Players must not move beyond the treasure until a player lands on the sixth space in that section. Once a player unlocks a treasure space, that treasure space cannot be used again.

Pirates vs. Gods Rules (with Aaron)

Set Up

Shuffle each deck separately. Each player will choose either the pirate deck or the god deck.

Card Anatomy

Play

Each player will reveal the first card on top of their deck. Winner is determined by element.

  • A fire (red flame) card will beat an earth (green diamond) card.
  • An earth (green diamond) card will beat an air (white swirls) card.
  • An air (white swirls) card will beat a water (blue droplet) card.
  • A water (blue droplet) card will be a fire (red flame) card.

If two elements are pulled that are not listed above (fire vs. air, water vs. earth), the winner of the round is determined by the higher point value.

If element and point value are the same, draw and reveal a second card.

If you win the round, your card is shuffled back into your deck. If you lose the round, your card is set to the side and removed from play.

If you had to draw a second card and you win based on that second card, you get to shuffle both back into your deck. If you lose based on the second card, both of your cards are removed from play.

Winning the Game

You win when you have exhausted your opponent’s deck.

2 Player Game – Earn It

Earn It

Goal: To go through all the cards in the deck – Player with the most points at the end wins

Materials:

Regular deck of 52 cards 

AceClap x1
2Clap behind your back x2
3Jumping Jacks x3
4Say earn it x4
5Snaps x5
6jump x6
7Say the word seven x7
8Hop on one foot x8
9Touch your elbow x9
10Slap the table
Jack (11)Say your name backwards
Queen (12)Rock, Paper, Scissors
King (13)Thumb War

*If neither player wants to complete the action associated with the card drawn, they can discard it to the bottom of the pile*

Setup; 

Shuffle the deck, then place it between the two players 

Gameplay; 

Once the deck is shuffled the two players then each take turns pulling the top card off the deck and placing it face up on the table in front of them. 

The youngest player starts. 

Each card has a certain action attached to it that must be completed once the card is placed face up, the first player to complete the action gets the card. 

Players play until the deck runs out 

Scoring;

Points are the same in value has the number on the card 

Part 3 Questions

What is the difference between a game designer and a game developer?

  • A game designer creates the initial game, while developers are responsible for testing and changing the game to help it evolve into something better.

What commonly occurs during the game development process?

  • Playtesting, rule revision, theming, naming the game

What are the challenges of balancing a game?

  • number of components, components complexity, and cost

What should every player of your game believe? why?

In their ability to win/complete the game – so that they want to keep playing

How can you avoid stealing players fun?

  • Don’t kick a player out before the end of a game
  • Don’t put players in the position to choose who wins
  • Don’t reward a leader
  • include inherent declaration – slow a player who’s close to victory
  • Have a good medium of player interaction/influence (not too little, not to much)
  • Do not force anyone to go backwards in the game

What 10 maxims should you follow when writing rules? 

  • no intermediary terminology
  • use real words
  • no more work than necessary
  • add some flavor/theme (do not go overboard)
  • keep the text readable
  • If you can’t write a rule, then discard it
  • keep the rules sweet and simple
  • keep text easy to read
  • PLAY TEST
  • check/fix any misprints

How has play testing changed your game?

  • It has helped me to figure out the right math for my game in terms of what is “too hard” and “too easy” for players to accomplish based off their dice rolls/cards played. 

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

  • I got some really good feedback about my first game from the initial players, so I’d like to have some people who haven’t played yet play the next version. As for my second game, it hasn’t been ready to test yet, but I’d say the same. I feel like I’ve tested a lot of the same peoples games and had the same testers so I’d like to see other peoples opinions. 

Who is the audience for your game?

  • Anyone who enjoys playing games, and wants to have fun

Who should play test your game outside of class?

  • I’ve had both my roommate and brother playtest my games previously. I think I would like to find a group of students either in the art center or on the quad who are willing to play and get opinions from people I’m not close with.