game reviews week 9

Cry me a pond – Amber and Sarah

  1. What was the most frustrating moment or aspect of what you just played? their was a lot of discussion but it was a lot of throwing out things so it was hard to try and get my word in cuse i want to say something but I’m afraid that when i do people are going to be upset that i ruined their conversation and a lot of the conversations dragged into long stretches of just few people having a conversation before we could move along with the game.
  2. What was your favorite moment or aspect of what you just played?  i liked the art a lot.
  3. Was there anything you wanted to do that you couldn’t? play the game, but that’s not in a ” the game didn’t work so we couldn’t play” its meant to be a discussion game and that’s just not a genre of games that i enjoy. It did what it was supposed to do and strike up conversations.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? make the board bigger, or make it circular move so it could go infinitely instead of having to go to one side and then moving it in the opposite direction. you could make it a kind of whirl pool and the outside is happiness and the inside of the whirl pool is depression and have the lily pads around near the edge of the board.
  5. What should be improved with the next version? how we move with the dice, when you answer the Ames cards( is it jut the person who rolled that answers the question or is it a group discussion),
  6. What was the game’s message? the message of the game is to be mindful about your mental state. but i like to think its just that Ames is a vengeful spirit trying to do us bad lol.(not for real, love Ames)
  7. Describe the game in 3 words: adorable, talkative, mindful

Barrel of truth – Collin

  1. What was the most frustrating moment or aspect of what you just played? the most frustrating aspect was people making things that were just people being honest immediately be something bad, not everyone has the same opinions as others. and when things are written its hard to give disclaimers or tone indicators to the words on the page so not everything written means it how it is said by a different person.
  2. What was your favorite moment or aspect of what you just played?  i liked being able to comment on what people said about me in particular, it was only like one thing but it was still fun.
  3. Was there anything you wanted to do that you couldn’t? its not necessarily something that i couldn’t do but something that i felt i couldn’t do. like i didn’t say somethings that i thought about saying because i didn’t know if that would affect someone or by saying it make people see someone differently.
  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 don’t necessarily think anything need changed but if i were to change something i would make it so everyone is writing things about the same person every round and that Peron gets to see what everyone thinks of them.
  5. What should be improved with the next version? prompts, better cards
  6. What was the game’s message? i think the games message is about how anonymity can change how people talk about someone and how easy it is to skew information written based on how you perceive the world based on how the creator meant it.
  7. Describe the game in 3 words: fun, writing, truths

The Barrel Of Truth Playtest

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

Not understanding the game/having no rules going in.


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

Listening back to all of the players responses.


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

I wanted to know who wrote certain answers.


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

Have it so the players take turns generating the prompts to respond to.


What should be improved with the next version?

Have some guided directions/rules


What was the game’s message?

Anonymity breeds negativity


Describe the game in 3 words.

discussion, honesty, negativity

Cry Me a Pond Playtest

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

Not knowing what dice rules we were using.

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

Having discussions with the team from the card prompts

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

Not really!

  1. If you had a magic wand to wave and you could change, add, or remove anything from the experience, what would it be?

This is kind of silly, but it would be cool to add a border to the pond board so you can tell it is a contained body of water.

  1. What should be improved with the next version?

Either add more spaces or have the players not move as much.

  1. What was the game’s message?

To empathize with one another and share memories for the sake of talking about emotions.

  1. Describe the game in 3 words.

Interpersonal, Empathetic, Simple

cry me a pond

I absolutely loved this game. It taught the that everyone has different opinions and different experiences in life and provoked empathy! In three words I would describe this game as through-provoking, pretty, and empathetic. We had some great conversations and I appreciate that there is a “bad” card to roll for Game design, as it is relevant to us. The only thing I would change about the game would be the use of the dice, but even then the game was easy to comprehend and play easily and I would play it again!

Week 7 Response

  • What are the challenges a team faces when working on an educational game?

Balancing the content with being fun but also educational, differing team goals, and the occasional communication errors with your team.

  • In the case study team members vetoed each others game ideas, what were the scientist’s, pedagogy expert’s and designer’s issues?

Concerns over scientific accuracy, concerns with educational effectiveness, and the enjoyment of the game.

  • What did the team learn from play testing their prototypes?

They identified the issues of the game, gained insight on player engagement, and definitely improved game mechanics.

  • How does play testing resolve conflicts among team members?

It can provide objective feedback, helps the team align their goals, and it helps to reduce misunderstandings by showing what is and isn’t working.

Gone Fishin’

Gone Fishin’ Rules

Setup: 

Each player selects their choice of rod and players collectively agree which location they want to fish at (Each Location has different types of fish to catch). Shuffle the deck of fish cards and place 5 at each “honey hole” on the map.

Game Play:

To start the game, roll a 6 sided die in order to determine the order of play. Each player will roll their dice and if they roll the correct numbers corresponding to their rod, they get a chance to pick a fish from the “honey hole” they choose. You must pick which honey hole you want to fish from before rolling your dice. Some cards have no fish on them and you may catch a “junk” item which does nothing. 

If you catch a fish you get to put it in your cooler. You may only have three fish in your cooler at a time. If you want to continue fishing once you have 3 fish in your cooler, you must release a fish back into the wild (discard pile). This must be done strategically since you may release a fish and catch a worse one. 

Winning The Game:

The way you win the game is by catching the biggest fish for that type of species.

EXAMPLE: You have the largest crappie and bass of all the players, so you get 2 points.

The player with the most amount of biggest fish wins, so it is important to try and catch multiple big fish and not just a singular one.

Simulation Games

Fishing Simulator: In this game, you are required to catch the biggest fish in order to receive points. Each player has a different rod with different ways to catch fish. After a few rounds, the player with the biggest fish wins.

Tax Fraud Simulator: In this “game”, there is a mock tax form that you must fill out. The opposing player (government), must find which items are incorrect on the form and have been lied about. Players alternate turns until one player can get away scot-free 3 times. 

Time Travel Simulator: Players operate a time travel agency, sending agents to different eras to complete missions like retrieving artifacts or preventing disasters. The board is a timeline, and actions in one era ripple forward, altering future events or resources. Random “paradox” cards add chaos, forcing players to adapt. The goal is to earn the most tokens (completing challenges) by mission end.

Martian Simulator: Players are crew members of a colony on mars, simulating life in a harsh extraterrestrial environment. The board represents the colony, with areas for farming, mining, and research. Players roll dice to determine resources and face challenges like solar flares or alien wildlife. Cooperation is pretty important, but a traitor mechanic adds tension. Winning comes from surviving a set number of days with a self-sustaining base.

City Sim: An urban planning simulation where players compete to build the best city. Each player manages a grid-based city, allocating funds to infrastructure and public services. Weather events and population challenge players to adapt. Points are scored based on citizen happiness.

Game Maker’s Play Test Notes – We Didn’t Start the Fire 

  • What questions did your players have? The game was pretty straightforward so there weren’t a lot of questions. I think the questions were mostly about the song itself and some of the pop culture and history questions. 
  • How quickly did they learn to play? The players learned extremely quickly since it was a simple trivia game. 
  • What kinds of interactions did the players have?  Players discussed the different historical and pop culture events and asked each other and answered questions. 
  • What confused players? The only thing that was confusing was having to keep track of your own points and keep the card that someone else asked you about. 
  • What made players excited?  Players were excited to answer questions, get questions correct,etc. 
  • What did your players enjoy doing? They enjoyed answering the questions. They enjoyed the challenge of it and some of the questions provided a good discussion. 

Did any aspect of the game frustrate players? Players didn’t have any frustrations.

Playtest 1 Game Maker’s Notes – “The Sell Me This Challenge”

What questions did your players have?

  • Players were curious about how the “Buy” and “Pass” cards affected scoring in more detail.
  • There were questions about the rules for the special spaces on the game board, especially the “Steal a Card” space.
  • Some players asked if there were more ways to increase the challenge, like adding more complex sales scenarios.
  • A few were unsure about the variety of Object Cards and how some categories might be more challenging than others.

How quickly did they learn to play?

  • Players generally picked up the rules quickly. The main mechanics were easy to grasp, but the sales pitch strategies took a bit of practice.
  • Most players needed just a round or two to get used to the timers and how the Scenario Cards worked.

What kinds of interactions did the players have?

  • Players were very interactive during the sales pitches, offering feedback on what worked or didn’t.
  • There was a lot of friendly banter and joking around during the pitches, especially with creative or exaggerated sales techniques.
  • Players asked each other questions during the pitches, especially when they wanted to test the seller’s adaptability.

What confused players?

  • Some players were confused by the rules around the “Steal a Card” space and how that impacted the game flow.
  • The connection between the Scenario Cards and the Object Cards wasn’t always clear, which led to confusion about how to adapt the pitch.
  • A few players didn’t fully understand how the points worked and how they accumulated over time, especially with different categories being worth different points.

What made players excited?

  • The fast-paced nature of the game, especially with the timer, got players really excited.
  • Creative moments where players had to think outside the box and pitch ordinary objects in ridiculous ways were a highlight.
  • The Mystery Box Challenge variation, where sellers didn’t know what they were selling, generated a lot of excitement and laughs.
  • The “Steal a Card” spaces also kept the game unpredictable and added a fun competitive element.

What did your players enjoy doing?

  • Players enjoyed coming up with funny or exaggerated sales pitches.
  • They liked adapting to different scenarios and trying to convince others to buy something unusual.
  • The feedback phase, where players voted to “Buy” or “Pass,” was a fun way to engage everyone and kept the competitive spirit high.
  • Many enjoyed being the buyer and giving constructive feedback on sales pitches.

Did any aspect of the game frustrate players?

  • The time limits for each sales pitch were frustrating for some players, as they felt rushed.
  • Some players found it difficult to pitch an item when the Scenario Card described a defect or limitation.
  • The “Steal a Card” mechanic felt a bit unfair at times, especially if it interfered with a player’s strategy.
  • The imbalance in Object Cards, with some categories being harder to sell than others, led to frustration.

What is you plan to adress player questions, confusion, and frustration?

  • Clarify rules: I will add more detailed explanations about the “Steal a Card” space and how points accumulate in the next edition of the game.
  • Balance Object Cards: I will work on balancing the categories so that the difficulty of pitching items feels more equal, with more challenging items being worth more points.
  • Adjust time limits: I’ll consider adding optional rule variations for players who want a longer time to pitch, especially for more difficult items.
  • Provide more guidance: I will include a guide for structuring effective sales pitches to help new players get the hang of it faster.

If your players didn’t get your intended message, what will you change?

  • I will add a section in the instruction manual that emphasizes the importance of thinking quickly, being confident, and using humor or emotion in sales pitches.
  • I might include a few examples in the rules to better show how to approach sales scenarios with creative solutions.
  • I will consider adding a “Tips for Sellers” section to help players understand how to make the most of every pitch, no matter the limitations.

Playtest 1 (With Work People) – “The Sell Me This Challenge”

Player 1:

What was the most frustrating moment or aspect of what you just played? The Scenario Cards sometimes didn’t make sense for the items I had to sell.

What was your favorite moment or aspect of what you just played? The Mystery Box Challenge added a fun twist to the game.

Was there anything you wanted to do that you couldn’t? I didn’t get enough time to prepare for my pitch, especially with the shorter rounds.

 If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add more interactive elements, like challenges for buyers to raise the stakes.

What should be improved with the next version? A guide for better structuring sales pitches would help new players.

What was the game’s message? It teaches how confidence and creativity can help you sell anything, no matter the odds.

 Describe the game in 3 words: Funny, fast-paced, interactive.

Player 2:

What was the most frustrating moment or aspect of what you just played? The timer was stressful, and I felt rushed during my pitch.

What was your favorite moment or aspect of what you just played? Coming up with a wild pitch for a simple object like a spoon was hilarious!

Was there anything you wanted to do that you couldn’t? I wanted to try pitching to a billionaire or in a funny scenario, but we didn’t use those options.

 If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d give more time for each sales pitch so I could be more creative.

What should be improved with the next version? More variety in Scenario Cards would keep the game interesting.

What was the game’s message? The game is all about adapting quickly and thinking outside the box to persuade others.

 Describe the game in 3 words: Creative, challenging, fun

Player 3

What was the most frustrating moment or aspect of what you just played? I kept landing on spaces that made me lose cards, which felt like a setback.

What was your favorite moment or aspect of what you just played? I loved convincing the buyer with a pitch I thought was impossible!

Was there anything you wanted to do that you couldn’t? I really wanted to use more humor in my pitch but didn’t feel like it would work.

 If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d make the Scenario Cards more balanced so every pitch has an equal challenge.

What should be improved with the next version? The game could use a bit more strategy, especially with special spaces and rules.

What was the game’s message? The game’s message is about being persuasive and creative in any situation.

 Describe the game in 3 words: Exciting, persuasive, unpredictable.

Player 4

What was the most frustrating moment or aspect of what you just played? I struggled with the limitations on certain Scenario Cards, which made pitching more difficult.

What was your favorite moment or aspect of what you just played? Pitching to a child was such a funny and unique challenge.

Was there anything you wanted to do that you couldn’t? I was hoping for more variety in the Object Cards, but the same categories kept coming up.

 If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? A feature where buyers could ask questions during the pitch would be fun.

What should be improved with the next version? I think the buyer’s feedback system could be more detailed to improve the pitch process.

What was the game’s message? It shows that a good pitch is about solving problems and connecting with the buyer.

 Describe the game in 3 words: Quick, witty, competitive

Player 5

What was the most frustrating moment or aspect of what you just played? It was hard to sell some items with such a short time limit.

What was your favorite moment or aspect of what you just played? The excitement when I landed on a ‘Steal a Card’ space made it unpredictable.

Was there anything you wanted to do that you couldn’t? I didn’t get to try the ‘Pitch Continuation’ rule, which sounded fun.

 If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d love to have more themed categories for objects—like futuristic items or fantasy products.

What should be improved with the next version? The Object Cards should have more challenging items for advanced players.

What was the game’s message? The game emphasizes adaptability—sales pitches rarely go exactly as planned.

 Describe the game in 3 words: Hilarious, engaging, strategic.

Player 6

What was the most frustrating moment or aspect of what you just played? When my pitch didn’t get any ‘Buy’ votes, it was discouraging.

What was your favorite moment or aspect of what you just played? Winning a round after a tough pitch felt so rewarding.

Was there anything you wanted to do that you couldn’t? I couldn’t land on a ‘Gray’ or ‘Black’ space to see how they affected the game.

 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 make the timer adjustable so players can choose how much time they want.

What should be improved with the next version? It would be great if the game had a team mode for larger groups.

What was the game’s message? It’s about overcoming obstacles, being confident, and making the best of what you’ve got.

 Describe the game in 3 words: “Fun, dynamic, clever.”

week 7

1. What are the challenges a team faces when working on an educational game?

A team working on an educational game faces several challenges, including:

  • Balancing educational content with engaging gameplay: It can be difficult to ensure that the game is both fun and educational, without one aspect overshadowing the other.
  • Aligning different perspectives: Team members may have differing views on what makes the game effective in terms of pedagogy, design, and scientific accuracy.
  • Making the game accessible and appropriate for the target audience: Ensuring that the game caters to the right age group and learning styles is a key challenge.
  • Integrating game mechanics with learning objectives: Ensuring that the game mechanics support the learning goals without being too forced or distracting can be tough.

2. In the case study, team members vetoed each other’s game ideas. What were the scientist’s, pedagogy expert’s, and designer’s issues?

  • Scientist’s Issues: The scientist was concerned with the game’s scientific accuracy and how the content would represent the real-world scientific principles. They wanted to ensure that the educational material was correct and meaningful.
  • Pedagogy Expert’s Issues: The pedagogy expert was focused on the learning experience. They wanted to ensure the game promoted the right learning outcomes, like critical thinking or problem-solving, and was aligned with sound educational principles.
  • Designer’s Issues: The designer wanted to ensure the game was visually appealing and engaging while balancing these other elements. They were focused on the game’s playability, interface, and how fun and interactive the experience would be for players.

3. What did the team learn from play testing their prototypes?

The team learned several important lessons from playtesting:

  • Player feedback helps reveal issues: Playtesting allowed the team to see how actual players interacted with the game, helping identify aspects that weren’t as effective or enjoyable as planned.
  • Misalignments in objectives: Playtesting revealed that different team members had different priorities for the game, which highlighted the need for better communication and alignment on learning goals and game mechanics.
  • Balancing learning and play: They discovered that it was difficult to maintain a balance between making the game fun and educational, and playtesting helped them understand how to adjust gameplay to meet both goals more effectively.

4. How does play testing resolve conflicts among team members?

Playtesting helps resolve conflicts by providing objective data and real-player insights, which allow the team to see what is and isn’t working in practice. It serves as a neutral ground where differing opinions about design, pedagogy, and scientific content can be tested against actual user behavior, helping to identify where compromises are needed. By seeing how players respond to the game, team members can better understand each other’s perspectives and adjust their contributions to create a more cohesive, effective final product.

Review on Sara’s Game (I dont Remember the name – Sorry Sara)

  1. What was the most frustrating moment or aspect of what you just played? I would say that the game wouldn’t be very frustrating for the majority of the people. However, for the first few rounds I was reading the cards upside down and Gideon would guess very crazy prompts for people that we know. So I didn’t begin to get the connections till about the third round.
  2. What was your favorite moment or aspect of what you just played? I loved the everything about this game. I loved the design and the overall concept of the game. I feel like this game could have so many different versions. Like if you were to make this an actual game, you could do versions such as: hiden facts about celebrities, actors, brands, professors, etc.
  3. Was there anything you wnated to do that you couldn’t? No not at all, this game is perfect.
  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 have made me see the connections sooner so it wouldn’t have taken me so long to figure out.
  5. What should be improved with the next version? Nothing
  6. Describe the game in 3 words. Fun, Engaging, Creative