I would say watching the gameplay was fun and mindless.
What were the player interactions?
The player clicks the cow to milk it then dispenses the milk into the cartons until full, then goes down the assembly line.
How long did it take to learn?
Literally, it was so self-intuitive that it took less than 2 mins to learn the game.
What was the most frustrating moment or aspect of what you just played?
The game is so mindless, other than not having an end to it that is the only time I am frustrated.
What was your favorite moment or aspect of what you just played?
My favorite moment was honestly watching as the milk was placed into the cartons and filling up the cartons.
Was there anything you wanted to do that you couldn’t?
I wanted to have more animal options like a chicken.
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 add other animals so you had to go around and equally gather resources from each animal.
Is this a game you would play again? Yes _____ No ______ Why
Yes, I would play again because it is so brainless.
Analyze the game using the 3-act structure.
The three-act structure is followed by the click to gather the milk and then the placing of the milk into the carton, and then the assembly line continues the process and you gather cows the longer you play.
What are the collaborative and or competitive aspects of the game?
This is a solo game that invites the user to collaborate with the system to accomplish tasks.
What is the game’s metaphor and which of the game’s mechanics standout?
The clicking was definitely the biggest mechanic, which is easy enough to zone out to place.
Describe the game in 3 sentences or in the form of a haiku.
The game was calming, I would for sure play again, easy on the eyes.
Townscrapper
Was it fun?
Yes I enjoyed the calming nature of it.
What were the player interactions?
Players clicked on the screen to build towns.
How long did it take to learn?
It took 2 mins to learn and decipher.
What was the most frustrating moment or aspect of what you just played?
Literally nothing, I was zen the whole time.
What was your favorite moment or aspect of what you just played?
Building the town was the best aspect of what we played.
Was there anything you wanted to do that you couldn’t?
I wanted to be able to control what I built. Like when I placed things, I couldnt tell what it was gonna build.
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 be able to control what sort of building I was creating when I clicked so I had options.
Is this a game you would play again? Yes _____ No ______ Why
Yes this game was a soothing experience for the brain to just turn off and click.
Analyze the game using the 3 act structure.
The objective starts as a click and then progresses with building the towns and choosing colors, then the game continues until you decide the end.
What are the collaborative and or competitive aspects of the game?
I would say this one-player game fares more collaboratively as in if you have other people watching, they can advise you.
What is the game’s metaphor and which of the game’s mechanics standout?
I would not argue that the game has a metaphor, but I would say the mechanic comes with the click and choosing the color to build on.
Describe the game in 3 sentences or in the form of a haiku.
Mindless and Brainless, Colorful objects on screen. One cohesive game.
Calvin Ball
Was it fun?
Yes
What were the player interactions?
The players came up with their own rules to play the game.
How long did it take to learn?
I would say it requires an explanation before you play so not long.
What was the most frustrating moment or aspect of what you just played?
When Mason decided he was the winner.
What was your favorite moment or aspect of what you just played?
Trying to hit the monkeys was my favorite.
Was there anything you wanted to do that you couldn’t?
I wanted to have the ball more.
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 a rule where people had to pass to me.
Is this a game you would play again? Yes _____ No ______ Why
I would play again because you could make the game whatever you wanted.
Analyze the game using the 3 act structure.
I don’t think this kind of game follows the 3 act structure.
What are the collaborative and or competitive aspects of the game?
I think there is a competitive aspect to what we played because there was no end and you could keep going with whatever part you wanted.
What is the game’s metaphor and which of the game’s mechanics standout?
Just throw the ball, and there are no specific mechanics unless people come up with their own.
Describe the game in 3 sentences or in the form of a haiku.
Fun and exciting, as little or as many. Age does not matter
What are the issues Ian Bogost raises about social games with Cow Clicker?
Bogost created Cow Clicker to reveal how shallow and exploitative many social games are by intentionally designing a game built around meaningless interaction, where the core mechanic, clicking a cow, has no real purpose or depth, mirroring how many social games rely on repetitive, low-effort actions instead of meaningful gameplay. He argues that these games prioritize manipulation over fun, using addiction loops, notifications, and artificial rewards to keep players engaged rather than genuinely entertained, while also emphasizing monetization as design, where progress is often locked behind payments and the primary goal becomes extracting money instead of offering creative or emotional experiences. Ultimately, Cow Clicker demonstrates the automation of play, where players are no longer truly playing but performing routine tasks like workers in a system, making the game intentionally boring to expose how many popular social games are already boring, just disguised as fun.
How do social games like FarmVille enframe friends?
Bogost argues that social games enframe friends by turning real human relationships into tools for the game system, where friends become resources rather than people. Players interact with them mainly to send requests, gain bonuses, or unlock items, reducing social interaction to spam and obligation instead of genuine connection. Rather than communicating with friends out of care or interest, players message them because the game requires it, transforming friendship into a mechanic and making one’s social network part of the game’s infrastructure.
How do social games destroy time outside of the game?
Bogost claims that social games don’t just take time, they colonize it by operating in real-world schedules that force players to structure their lives around the game, creating a state of constant half-playing where users are always thinking about logging in, checking notifications, and feeling pressure not to fall behind. Instead of being a contained activity, social games bleed into daily life, fragmenting attention and turning free time into a continuous background obligation.
What were the player interactions? No other players, but the user would interact with the area to create buildings.
How long did it take to learn? Almost immediate
What was the most frustrating moment or aspect of what you just played? No frustrating moments
What was your favorite moment or aspect of what you just played? It had to be the asmr sounds while clicking everything
Was there anything you wanted to do that you couldn’t? No
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 just add it a menu to change the building options
Is this a game you would play again? Yes _____ No ______ Why. Yes because it’s a simple and yet fun game to play.
Analyze the game using the 3 act structure. Click, build, repeat
What are the collaborative and or competitive aspects of the game? I’d say there’s none honestly. It’s a very simple and straightforward game.
What is the game’s metaphor and which of the game’s mechanics standout? Just clicking the screen stands out.
Describe the game in 3 sentences or in the form of a haiku. Click and build your town. Expand the town. Create your imagination.
Was it fun? I think it could be fun, but I can see how it will get really frustrating. Getting to a certain point and then falling back to right where you started would be really hard.
What were the player interactions? The player interactions was the person trying to get the character in a pot up the mountain with a singular hammer. If you messed up or fell, you wouldn’t lose, but you would just go back to a lower point from where you were at.
How long did it take to learn? A good bit, Mason said the mechanics were pretty confusing to learn based on the iPad he was playing on.
What was the most frustrating moment or aspect of what you just played? Probably falling off the cliff after getting to a certain point, or getting the hammer where you want it to go.
What was your favorite moment or aspect of what you just played? I liked the challenge of it. It almost motivates you to do better in the game in a sense.
Was there anything you wanted to do that you couldn’t? Maybe if there were upgrades, like if you got to a certain point you would get an easier hammer to climb with.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Same thing as a said the question before, maybe adding upgrades. I wouldn’t take anything away from it.
Is this a game you would play again? Yes _____ No ______ Why No I wouldn’t play it because I do get very frustrated easily with these types of games. I would probably last only 5 minutes.
Analyze the game using the 3 act structure.
Set up: I think the set up was alright, the graphics were pretty good and colorful , and I liked the 2D effect.
Confrontation: Is when you would reach a certain point up the hill.
Resolution: You make it up the hill and finish climbing up the hill.
What are the collaborative and or competitive aspects of the game? I would say you are collaborating with yourself in trying to get the guy up the hill. The competitive aspects I would say is when you fall and trying to get right back up the hill.
What is the game’s metaphor and which of the game’s mechanics standout? It isn’t about winning its about how life is so unpredictable with some of the challenges we face. You can’t skip the tough parts in your life because that’s what makes life better, getting frustrated, sad, and mad, helps you evolve as a person and master what you are trying to accomplish. The mechanic that stands out is the hammer movement because that will determine the way you swing to where you are going to go next.
Describe the game in 3 sentences or in the form of a haiku.
Effort does not guarantee success. Failure feels personal and cruel. Persistence becomes the real victory.
Calvin Ball
Was it fun? Yes I liked how spontaneous it was. Would definitely be more fun with more people.
What were the player interactions? Yes all the players were throwing , tossing, chucking, depending on the rules.
How long did it take to learn? Instantly there is no rules except the rules you make up.
What was the most frustrating moment or aspect of what you just played? I wasn’t frustrated overall thought it was fun that it was quick and spontaneous it could have went on forever.
What was your favorite moment or aspect of what you just played? I like that everyone had significantly different rules and it made it super challenging, but a fun challenge not knowing what was going to come next.
Was there anything you wanted to do that you couldn’t? Nope because if you didn’t like the rule you can make a rule to get rid of it.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Nope same thing you can change or add anything you want. You can add throwing a chair if you really wanted to.
Is this a game you would play again? Yes _____ No ______ Why Yes I think it would be so fun with a group a people outside in a bigger space.
Analyze the game using the 3 act structure.
Set up: The classroom with my classmates, one ball, no rules, rules added eventually.
Confrontation: When multiple rules are in play as the game is actively going on.
Resolution: Someone eventually makes a rule determining who will win.
What are the collaborative and or competitive aspects of the game? Applying all the rules together with one another while actively adding and subtracting rules from the game would be the collaborative part. The competitive part would be if some rules are easier for others than some or once someone calls the winning rule.
What is the game’s metaphor and which of the game’s mechanics standout?
I would say you never know what life is going to throw at you because you are throwing a ball around while not knowing what rule the next person is going to say. The mechanic that stands out is the flexibility of them game.
Describe the game in 3 sentences or in the form of a haiku.
Rules appear and fade. We throw chaos into order. Life makes up the score.
TownScraper
Was it fun? No I thought it was pretty boring. I can see how it would be relaxing for some, but me personally would get really bored easily.
What were the player interactions? You would click colors, structures, to add or subtract from your structure.
How long did it take to learn? Instantly it sort of doesn’t have rules.
What was the most frustrating moment or aspect of what you just played? I would only get frustrated with how bored I wold get. I get the point of it but I would need more sort of like Minecraft for it to be more interesting for me.
What was your favorite moment or aspect of what you just played? I mean the aesthetic was pretty and the noises were satisfying to listen to .
Was there anything you wanted to do that you couldn’t? I wish there were more mechanics to it to like add people or animals. I saw birds but you don’t really get to choose to add those.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Make different structures available, animals, people, terrains maybe.
Is this a game you would play again? Yes _____ No ______ Why No I would get bored within 2 minutes I like more action when I play games.
Analyze the game using the 3 act structure.
Set Up: Overall aesthetic was cute and pleasing to look at and listen to.
Confrontation : Making a structure reach a certain point like having a huge building or bridge.
Resolution: there is none it’s an endless game. But I can say if you make a building and you reach the point of the building where you are happy then maybe that.
What are the collaborative and or competitive aspects of the game? The collaborative aspects was building upon different structures with one another. and the competitive aspects I would say is subtracting buildings or bridges when you mess up.
What is the game’s metaphor and which of the game’s mechanics standout? Letting go of perfection and creativity without goals. The mechanic that stands out is the color scheme you can do to me because that has more of a choice than the buildings have to me.
Describe the game in 3 sentences or in the form of a haiku.
I click and it grows. The city surprises me. Creation feels light.
What were the player interactions? Shocking each other
How long did it take to learn? Seconds
What was the most frustrating moment or aspect of what you just played? It just looks painful
What was your favorite moment or aspect of what you just played? I’d play it because it’s a very unique game
Was there anything you wanted to do that you couldn’t? No
If you had a magic wand to wave, and you could change, add, or remove anything. from the experience, what would it be? No
Is this a game you would play again? Yes _____ No ______ Why I’d 100% play it
Analyze the game using the 3 act structure.Play game, feel pain, make other player be in game
What are the collaborative and or competitive aspects of the game? No collaborative aspect but a very big competitive aspect. The competitive aspect will be to hurt the other players and not yourself
What is the game’s metaphor and which of the game’s mechanics standout? The pain apect
Describe the game in 3 sentences or in the form of a haiku. Play the game. Feel pain. Give pain.
Was it fun? I enjoyed it, very simple game with minimal items needed to play
What were the player interactions? The interactions would be throwing the ball at one another and creating rules for each other.
How long did it take to learn? Seconds
What was the most frustrating moment or aspect of what you just played? The most frustrating part would be if there’s too many rules.
What was your favorite moment or aspect of what you just played? My favorite moment is when we realized you can just end the game by saying you win.
Was there anything you wanted to do that you couldn’t? No
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Nothing
Is this a game you would play again? Yes _____ No ______ Why. Yes because it’s a simple and fun game to play.
Analyze the game using the 3 act structure. Get ball, make rule, throw ball
What are the collaborative and or competitive aspects of the game? I’d say there’s no competitive aspect, but it’s collaborative in the way of making rules together.
What is the game’s metaphor and which of the game’s mechanics standout?
Describe the game in 3 sentences or in the form of a haiku. It’s a fun a simple game to play. Fun to add rules. Easy to learn the game.
Digital Pet ( you get to pick) you have to maintain its health. Feed it , bath it , play with it, hydrate, comfort it, teach it trick, etc.
You can get more pets the more you take care of it.
If you don’t take care of it your pet will be lonely and will just be sitting on your device waiting for you to come back.
Civilization game. Relaxing Garden game where you have to snip, grow, build up on your garden. The more you expand the more you grow and enhance your garden.
Merge Game (Turtle Merge) merging turtles to different breeds/hybrids.
The more you merge the more coins, and points you get.
Endless levels
Police game once you get a call you have to attend to the emergency once you complete the task you upgrade to get employees and upgrade to different materials to help you complete your tasks.
You have endless calls and scenarios to attend to.
Dog walking simulator
some dogs are easier to walk then others
the more you complete the walks the more materials you get to walk the dog while painting your well being to
upgrading to better shoes, better leash, doggie bags, etc.
Till Death Do We Part is a one-hour, narrative-driven murder mystery game where players take on the role of detectives investigating the death of a groom on his wedding day. Designed for group play, players analyze a curated box of immersive evidence—including physical objects, documents, and character interviews—to uncover who committed the murder and why. Intended for adult players and fans of story-rich experiences, the game explores deeper social themes such as empathy, grief, privilege, and truth.
Design Process & Thought Process
Game Design Document (GDD)
Core Concept: An immersive detective experience driven by evidence-based storytelling.
Purpose: To foster empathy while exploring power dynamics, emotional depth, and the complexity of truth.
Rules: Players must go through the provided evidence in order, discuss findings, and make a final deduction using a reveal card.
Mechanics: Evidence examination, character interviews, group discussion, and narrative deduction.
Iterative Design
The game was fully fleshed out from the beginning, with a clear vision for both story and structure. While the core design remained unchanged, two key improvements were made based on playtesting:
A player guide was added to clarify the order in which evidence should be reviewed.
A final “reveal card” was introduced to provide closure and enhance the narrative payoff.
Evidence Analysis: Players examine realistic documents, photos, objects, and text screenshots.
Character Interviews: Each of the five suspects has a full police transcript revealing personal motives and emotional complexity.
Group Discussion: A free-flow experience that encourages collaborative interpretation of the facts and stories.
Final Reveal: A sealed solution card confirms the killer’s identity and motive.
Player Goals
Players aim to determine:
What killed the groom
What pieces of evidence point to the answer
How the pieces of evidence come together to reveal the full story
Victory is achieved when players accurately connect the dots and empathize with the emotional layers behind the crime.
Gameplay Sequence
Briefing: Players receive a short overview of the murder and are told to examine evidence in order.
Investigation: Players analyze items including:
A glass flute
Wedding invitation and timeline
Drink menu
Wedding card
Three photographs
Five suspect interviews
One personal letter
Screenshots of text messages
Discussion: The group compares notes, interprets motives, and formulates a theory.
Reveal: Players open the final card to discover the truth and reflect on their conclusions.
Game Board & Components
There is no game board; instead, the experience is driven by tactile storytelling through evidence. Components include:
3 printed photographs
A glass champagne flute
A handwritten wedding card
5 police interview transcripts (one per suspect)
A drink menu
Wedding invitation and schedule
A personal letter
Screenshots of character text conversations
A reveal card for the final solution
These items guide player actions and slowly build a layered, emotional narrative.
Rulebook & Playtesting
Rulebook Sample
A short instruction document is provided to:
Guide players through evidence in the correct order
Encourage group discussion and theory-building
Explain how and when to use the final reveal card
Playtesting Notes
Players found the experience highly immersive and emotionally engaging.
The biggest challenge was managing the flow of evidence—solved by adding a clear order-of-play document.
Players requested and appreciated the addition of the final reveal card for narrative closure.
Game Reflections
Developing Till Death Do We Part confirmed the power of narrative games to evoke empathy and critical thinking. The biggest lesson was in narrative coherence—ensuring every piece of evidence felt intentional and interconnected. Future expansions might explore alternate suspects, branching storylines, or character-driven epilogues to deepen replayability.
‘Fraudocracy!’ is a one-on-one political satire card game where players use characters with influence hijack parties and rig power structures. It targets fans of games with social commentary. The game uses 3D-printed tiles, each representing a societal figure and containing directional spike values that dictate their individual ‘influence’. It depends not only on which tiles (characters) you get but also how you play them (offensively or defensively). The person with the most power over a party (purple or green) wins. Through its mechanics, the game satirizes how institutional power is often less about who you are and more about how you position yourself—rewarding manipulation, betrayal, and opportunism as viable paths to dominance.
Over Winter Break, I hyper-fixated on the old game franchise ‘Skylanders’. Within 6 of their games, 5 of them feature a minigame called ‘Skystones’. Stones are based on previously defeated in-game enemies, and feature various spike values encompassing them to represent how much damage they do to adjacent stones. I knew I wanted to make something for Game Design using this concept.
The political portion of the game is more of a manifestation of my emotions than an intentional decision. Not that I regret making this game per say – I don’t – but I most likely would have gone with a different theme had there not been political… ‘events’… that transpired during the start of the semester. I’ve been sitting here for like 30 minutes trying to figure out how to word this section, but I’m sure we all know what I’m referring to.
The first challenge was figuring out how to convey dynamic ownership of a card. In a round of Skystones, one card may have its color changed several times, and I wanted to remain faithful to that. The prototype used double-sided index cards with a “Corrupt” (Bad) side and an “Altruist” (Good) side. The spikes were represented with numeric values. I initially wanted 2 designs for each character – one for each side – and require players to flip cards whenever they gained ownership of them.
The first playtest revealed this wouldn’t be a viable mechanic because, not only did it take extremely long to do each time, it was also difficult to do when cards were placed next to each other. I needed to figure out a new way to represent ownership.
After a lot of thought and discussion, I concluded I’d make additional ‘frame’ pieces to magnetically attach to the cards. This change had the unintentional benefit of making the game even more faithful to its inspiration, as Skystones have a colored outline around them.
So I had a decent idea for a game, that’s good; but how do I even make these pieces? The biggest problem was my desire to make them weighted – something paper/cardboard/posterboard is not. It wasn’t until one class whenever Reese asked me to playtest his game, Invasion, which had used 3D printed pieces. I immediately knew I wanted to do the same, completely ignoring the fact I had never used one or anything remotely similar. I used a browser-based modeling software called Tinkercad to create my first model:
I printed the frame too large. But it’s a start! In fact, it felt weirdly invigorating. If you like cool gadgets and gizmos, I highly recommend watching a 3D printer work in real time; It’s absolutely fascinating. A bit of tweaking and a few days later, I printed my next rendition, this time with a correctly sized frame:
Things were going well! I posted this in a discord server, and a few people were quick to ask “why didn’t you just make a snap-fit piece?”; and with some help from an online friend who knows Blender, they edited my model to integrate a snap-fit frame, saving me money on the originally planned magnets.
Things were going well! The next step was to make about 20 more, each with different spike values. Unfortunately though, Tinkercad wasn’t well-suited for such a project. I briefly tried to teach myself Blender and Blockbench, but gave up quickly. I had hit a roadblock, and on top of that, I got busy with other classes and began to stagnate.
A few weeks later, Professor Ames helped me get the ball rolling again during class. I was busy worrying about the weight or thickness of my piece, and stressed about the process of finishing the game. Ames took my model, shrunk it, filled the bed with copies, and printed 16 tiny prototypepieces. I was honestly confused and reluctant, but I let him do his thing; and in a few hours, they were done:
By printing these, Professor Ames was finally (better late than never) help me understand the importance of looking past aesthetic and focusing on mechanics when in the designing stage. This was eye-opening for me, and unfortunately I cannot effectively communicate the impact at 3am.
With newfound motivation, I jumped in a call with another (different) online friend. He works full-time as an engineer, so being proficient in Fusion360, he was able to help me significantly improve my model. He rounded the spikes and corners, aligned the frame with the piece, sloped the spikes, and so much more. My project was finally starting to feel like a real game.
Next, I needed to make 20 cards with different values, so that my friend could model them with the correct spike amounts. I created a spreadsheet with various figures within society to use for the roster. I needed to design their spike values based on how much ‘influence’ that person has in real life. For example, an Editor has more influence (spikes) than a Protester due to their power to alter the narrative.
A lot of this is going to be a retelling of a long interaction between myself and my friend. He then sent me the models, and I begun printing them on 2 printers at a time.
While these were printing, I was in the lab working on the instruction manual for the game. I took a new approach, and rather than designing it in Microsoft Word like I did with my previous games (for some reason) – I designed it in Adobe Illustrator. I was able to convert a piece file into a topographic image, and use that to incorporate a visual informative guide. I had a ton of fun and was incredibly happy with the result.
I continued until I had all 20 pieces, and left campus at around 11:30pm that WEDNESDAY NIGHT. WHY DO I ALWAYS DO THIS TO MYSELF ITS 4AM CLASS IS IN 4 HOURS. ahem. anyways. Despite saying I learned about prioritizing mechanics over aesthetics, I didn’t – and then proceeded to work on spray painting my pieces until 2am.
Here’s one of my cats Charlie watching me (he’s very cute):
I can confidentially say this was one of the TWO times in my ENTIRE LIFE that I went to bed feeling excited for school; and the second playtest begun in class the next morning. I wasn’t able to create the character portraits at that time, so I temporarily used sticky notes to convey which figure each card represented. I also had to create a temporary playing board/grid out of cardboard, as players would often misperceive them as puzzle pieces and try to connect them.
We played a few rounds, and I gained a LOT of insight into my game. Most importantly though, I needed a way to hide cards from your opponent, or limit the players hand. Flipping them over didn’t work, since the spikes allowed for players to intentionally leave bad cards for the other player. They were too big and there were too many to hold all 9 in one hand, so we needed something else to hold or hide the cards. Professor Ames gave me the idea to create a machine of sorts which would conceal upcoming cards from the player. I went back to the drawing board, and came up with this:
This was shaping up to be one of my all-time favorite projects, but I still needed the actual characters for the cards. I measured my pieces, opened an Illustrator file, and started shamefully AI-generating portraits for them. I told it to generate characters in an Monopoly/Fallout76 art style, and I can’t say it didn’t deliver.
This stage of the design put the cards through many changes, mostly in name and style.
I printed 2 copies, laminated one, and then cut them out. They fit perfectly, and it was incredibly exciting to start seeing my game properly come to fruition.
Next was the card dispenser. Another call with my friend later, I had one designed; but it had one major problem: it took 18 hours to print.
While that was printing, I headed to class for the 3rd playtest.
Playtest 3 was the most popular (for lack of a better term) playtest. After watching several games unfold, it quickly became clear that the corrupt cards were incredibly overpowered, and desperately needed a nerf.
I had become fully invested, and at this point, I was ordering my own spools of textured filament online to use for my final print. But I needed to go check on my tower print.
It worked, but it also didn’t. On one hand, it printed with very few visual issues, which surprised me. Unfortunately, on the other hand, the measurements and model could’ve been better.
The tube was too wide, which allowed for cards to flip or rotate when they were dropped in. The ramp was not steep enough, meaning cards didn’t slide down to the output slot; which was too low, meaning cards got stuck. As much as I was dreading it, I needed to edit the model and print a new one.
And then I procrastinated and jeopardized the quality of my game. This was quite literally the last picture I took, because I never finished. I printed a few of the final pieces with a marble textured filament, and the frames with holographic filament. I started printing my new tower, which with some tweaking, I was able to shave the print time to 10 hours; except I started too late. I quite literally fumbled the bag, and I had no good excuse.
I learned A LOT from this project. I learned how to use a 3D printer, general maintenance as well as how to load/unload filament; I learned about models, their innerworkings, and several methods of saving time by cutting corners; I learned about the concept of tolerance/clearance, and I was reminded that millimeters exist; I used spray paint for the first time, and set a record for the longest I’ve ever stayed up for a school project; There was probably a lot more that I’m struggling to recall on 3 hours of sleep. I wish I could say this experience taught me not to procrastinate, but I can’t imagine myself ever changing.
Game Overview: Players use cards representing the four classical elements—Fire, Water, Earth, and Air—to battle against each other. Each element has strengths and weaknesses, and players must strategically play their cards to defeat their opponent’s cards. The goal is to win the most rounds by having the stronger element in play.
2 to 4 players
Objective – To win the most rounds by defeating your opponents’ cards using elemental strengths and weaknesses.
Card Types
Fire: Beats Earth and Air, but loses to Water.
Water: Beats Fire and Earth, but loses to Air.
Earth: Beats Air and Water, but loses to Fire.
Air: Beats Fire and Water, but loses to Earth.
*Each deck contains an equal number of cards for each element.*
Setup
1. Each player receives a deck of 12 cards (3 Fire, 3 Water, 3 Earth, 3 Air).
2. Shuffle the decks.
3. Decide who goes first by drawing a random card (highest value goes first).
Gameplay
1. Each player draws three cards from their deck to form their hand.
2. On each turn, players simultaneously choose one card from their hand and place it face down.
3. Both players reveal their cards at the same time.
4. The winner of the round is determined based on elemental strengths and weaknesses:
– Fire beats Earth and Air, loses to Water.
– Water beats Fire and Earth, loses to Air.
– Earth beats Air and Water, loses to Fire.
– Air beats Water and Fire, loses to Earth.
5. The winner collects both cards, and a new round begins.
6. After each round, players draw a new card to replace the one they played.
7. If both players play the same element, it’s a tie, and both cards are discarded.
Winning the Game
The game ends when all cards have been played. The player who has the most cards collected is declared the winner. In case of a tie, the player with the highest total number of Fire cards collected wins.
Variations
Power Cards : Add special power cards, such as “Double Attack” or “Shield”, to make the game more complex.
Elemental Combinations: Create dual-element cards “Water + Air” that can attack with the strengths of both elements but can be vulnerable to a wider range of weaknesses.