After further playing of my WW2 card game. The game is called the “Race to Freedom.” Really the only thing the testers told me was to add more turns and moveable cards. The turn aspect they said I gave them too little turns to win and they recommended it to increase from 15 turns to either 20 or 25. I went with 20 after playing a few more times. Really the only other thing would be to increase or decrease the amount of certain cards. The big one being the soldier cards. They all recommended more soldier cards to be added to make the game more realistic. So as of right now at least for this week. I changed the look and resized the cards to make it look better. Other than that they said it was an interesting game that they think is a good historic game.
week 14
Little update with the WW2 game:
The game I believe is going quite well. I had the first play through with my friends and they thought I highlighted the struggles pretty well. Its a little dark tbh though which is what bothers me because I put in “camps” which I am sure everyone can assume what that means. The way the players are supposed to view it when playing is to see the hardships the victims faced. The cards in the game consist of soldier interactions, events, rationing food and water, and more. You also have a certain number of turns to complete the game or else you and the other players lose/die. I tried to make the game purposely hard to truly show what these victims of war had to deal with.
week 13
So for the final I took quite a lot of audibles. I originally wanted to do a TTT card game but then decided to change the whole idea similar to the games off Games for a change. I decided to do a WW2 card game that highlights the struggles the victims faced to escape the war.
Refined Game Documentation #3
Scurry Ship (2 players)
Short Summary
The purpose of Scurry Ship is to remind players of the tragedy of the Titanic. In the final moments of the sinking ship, chaos erupts as tables and chairs slide and the boat breaks off into the water. People run towards the nearest life rafts, some saving themselves while others aren’t able to make it. Although Scurry Ship is fun, the hectic gameplay puts players in the shoes of a struggling survivor. During the gameplay, players must move the cubes around (tables) in order to escort their players to the other side. This will ensure that both people they control will be able to get into the life raft, winning the game and saving their lives.
Design Process & Thought Process
The first and most unique design aspect to the game is the water the boat sits on. There is a subtle elevation from the cardboard boat and the paper water, giving the effect that you are hopping off of the sinking boat and into the raft. I wanted the water to pop with colors of the ocean, showing a contrast between light and dark blues. Within the water, you can find the life raft your characters hop on. The life raft doesn’t sustain any special design element, but I wanted it to be 3-Dimensional instead of drawn in the water. This way, there is depth included in the playing experience, rather than interacting with a flat board.

Next, you can see how the boat breaks off. I cut the board to give the effect of the breakage, as pieces of the boat are damaged from the iceberg.
The board itself has a grid for each cube to sit on. This distinguishes the barrier of movement for the sliding tables and the character pieces. As you can see, some of the squares in the grid are gray, which represent holes on the ship. I added these holes because it was too easy to get to the other side of the board, and the holes slow players down. Nothing can go through or on top of these gray tiles. I made sure that the gray tile patterns remain the same on both sides, so one side doesn’t have any sort of advantage. Speaking of both sides, there is a clear barrier in the middle of the board, which separates both of the players’ boundaries.

And of course, I made sure to make the starting row for the characters green to indicate that it is the starting zone.
Lastly, the pattern cards have a simplistic design to them. I wanted to give them their own design, so I drew a symbol of someone dodging a sliding table.

Game Mechanics
The most notable game mechanic is the movement of your character piece. You can move up and down, side to side but not diagonal. The same logic applies to the tables that you have to slide around. I had to stress the correlation between my game and a slide puzzle in the rules. With the relation to a sliding puzzle, players can better understand how the movement works. This also branches into the mechanic of the gray holes in the ship, because you can’t go over or through the gray tiles.

The other game mechanic are the table pattern cards. These cards give a sense of randomness to the game, which can alter how players start their movement. Additionally, players are allowed to start on whatever green tile they want, but they can’t re-enter the starting zone.


Player Goals
The objective of the game is very straight forward, which is getting both character pieces to the end of the board. Getting to the end of the board is the challenge, in which there are many factors to consider during the playing experience. Just like a slide puzzle, players must shift both of their character pieces through the tables on the board, reaching the life raft. Players must also consider the holes in the middle of the board, which interrupt the movement of tables and characters alike. Making way through the chaos, when both of the character pieces reach the end, the player wins.
Gameplay Sequence



One of the players reached the life raft at the end. They still had another character piece to get in, so they still had work to do. You can see the progression across the board of both player’s character pieces.
Game Board & Components

There are a ton of grids for the cubes and character pieces to move around on. Again, you have to compare this game to a giant slide puzzle, as each cube is to be moved around the board. Players will constantly be interacting with the pieces and board components, leading to victory.

Here are the character pieces that need to be brought to the end of the board. Player one has red and gold, whereas player two has blue and silver characters. The pieces differ between the cubes and the characters. The cubes represent the tables, and the characters represent the civilians running to the life raft.
Rulebook & Playtesting
Playtesting Notes
- What questions did your players have?
- One of the questions players asked was about the gray tiles. I specified the mechanics of the gray tiles in the rules, but I realize that this is something that I can make more noticeable/clarified. It could have been easily overlooked, causing confusion. The next question that a player asked was how you are supposed to win. More specifically, what the win indicator is. I noticed that some players didn’t know what to do once they reached the end of the board, leaving them to question if they have won. Along with the win indication, a player asked if both characters had to be on the end in order to win.
- How quickly did they learn to play?
- Compared to my other games, this one took a bit of time for players to get used to. Players had to get used to the slide puzzle mechanic, which took a game or two for them to be fully comfortable. One player tried to jump over the tables, which is specified in the rules not to do. But once they reviewed the rules, familiarized themselves with the core components, they enjoyed the playing experience.
- What kinds of interactions did the players have?
- The direct interaction between players was racing towards the end of the board. Players would periodically observe the progression of the other player, controlling the pacing of their actions. For example, one of the players were reaching the end of the board, so the opponent started moving the pieces around more frantically. This instilled a rollercoaster of emotion from players, from critical thinking to panic.
- What confused players?
- Not much confusion was amongst players, other than the slide puzzle mechanic and the few questions they asked. I think that overall, the confusion lies within tiny unspecified or overlooked rules within the rule sheet.
- What made players excited?
- Players were excited based on their thinking capabilities, which reflected based on their performance. They loved the competition against the other opponent and felt a sense of accomplishment knowing they outsmarted their rival. When a player would reach the end of the board, they would eagerly put their pieces in the life raft. In a moment where a player would get stuck in a corner, they would also get excited at solving the problem and progressing.
- What did your players enjoy doing?
- Players enjoyed progressing their pieces to the end of the board. They liked the constant flow of movement, providing a quick-paced gameplay. Additionally, they enjoyed flipping the pattern cards over, because it was a charm of randomization.
- Did any aspect of the game frustrate players?
- There were two main things about the game that frustrated the players. The first and foremost frustration was the fact that the gameplay was repetitive. The purpose of the pattern cards was to add a sense of randomization to the gameplay. However, in the end, the gray tiles are in the same place every game and the tables can be moved around the randomized patterns, making no difference. The second frustration was that the game was bare bones and could use a spice up. This and the repetitive gameplay go hand-to-hand, urging a sense of touch up.
- What is your plan to address player questions. Confusion and frustration?
- In order to address player confusion and frustration, I can add more components to the game. This could add more fun factors that can alter the pacing of the game, or maybe even a sabotaging aspect for the players. Maybe I can find a way to randomize the gray tiles, making each route for the playing experience different. As for any confusion, I plan to tweak the layout of the ruleset. I made sure to add extra pictures to the rules, so player confusion could be reduced majorly. But after realizing there are some things that players still questioned, I can find new ways to emphasize these clarifications in the rules. Maybe new pictures or angles can help…
Game reflections
I think that this game out of all three is my most promising one yet. From the development of this game, I applied my knowledge of slide puzzles into a playable experience between both players. I also like the competitive aspect of my games, which is a reoccurring theme through all three games. I have learned how to balance a lot of luck with skill, implementing mechanics that make an enjoyable playing experience. The only thing that I will do differently next time is make sure to make clarifications on specific game mechanics that might confuse players. A lot of things to take into consideration revolve from the way I word things on my ruleset, so I will have to learn better layouts for pictures and diagrams. A player of my game recommended maybe I add big pieces to the game in a future iteration, which takes up multiple squares on the grid. I can definitely agree on the fact that with future games, I can find new ways to spice up the playing experiences.
Mobile Version/ Game Documentation 4 of “Shipping Craze”
So as many of you may know I was preparing a mobile game for the final. Howver due to losing some of my final during the power outage and the remaining of it not working after the power outage. Given the time that I had to start over, I decided that I was going to put a hold on my mobile game for now, and execute a final board game version of the original “Shipping Craze” game. This was just a lot easier for time and sanity sake. However I still wanted to document the mobile game.
I am not gonna go over the whole game documentation because some of it is the same as my last game documentation
Short Summary
This game bring players the enjoyment of the opening package sensation and buying products that they normally wouldn’t buy, without spending their own money. The game is designed that players tap on the box as it comes down the conveyor belt, and they are then rewarded an amount of money that they can later spend at the store for items of their choosing.
Design Process & Thought Process:
- Game Design Document (GDD):Include a concise GDD outlining the game’s core concepts, message/purpose, rules, and mechanics.
Core Concept:
Shipping Craze is centered around the thrill of unboxing and impulse shopping without real-world consequences. Players tap on packages that travel down a conveyor belt to “open” them and receive in-game currency. This money can then be used to “purchase” a variety of quirky, fun, or aspirational products in a virtual store.
Purpose/Message:
- Deliver the psychological satisfaction of unboxing and collecting.
- Offer a dopamine-boosting reward cycle similar to online shopping.
- Promote mindfulness and stress relief through repetitive tapping and satisfying audio/visual feedback.
Rules:
- Tap boxes as they arrive to earn money.
- Use money to shop for virtual items.
- Collect items to unlock new store categories or limited-edition boxes.
- Avoid missing too many boxes, or a cooldown period may trigger.
Mechanics:
- Conveyor system: Boxes move at increasing speeds.
- Tap interaction: Tapping boxes grants random currency amounts.
- Store system: Purchases are made from a dynamic in-game shop.
- Upgrades: Players can unlock better “gloves”, faster belts, or more valuable boxes.
- Iterative Design: Showcase how you iterated on the game design, highlighting the challenges you faced and the decisions you made.
Iterative Design
Development Challenges:
- Pacing Issues: Early versions had too slow a belt, causing players to disengage.
- Store Fatigue: Without variety in store items, players lost interest in spending.
Iterations:
- Introduced tiered box types (e.g., standard, mystery, golden).
- Store refreshes regularly, including themed seasonal content.
- Adjusted tap sensitivity and box speed dynamically as player levels up.
Decision Highlights:
- Prioritized tactile feedback (sound + haptics) after playtesters described tapping as “addictive.”
- Simplified the store layout to reduce cognitive load.
- Game Mechanics: Explain the key game mechanics in detail, using diagrams or screenshots, or photos to illustrate them.
- Tapping Boxes
- Player taps boxes moving left to right.
- Each tap opens the box with a visual explosion + reward animation.
- Rare boxes give bonus money or special items.
- In-Game Currency
- Accumulates in real-time.
- Can be used to buy cosmetic or humorous items (e.g., “Gold-plated Pizza Cutter”).
- The Store
- Items are sorted into themes (e.g., Kitchen, Fashion, Gadgets).
- New store categories unlock based on purchase count.
- Upgrade System
- Earn passive bonuses (e.g., money per missed box).
- Visual upgrades to hands/gloves and conveyor aesthetics.
- Player Goals: Clearly define the players’ objectives and how they achieve victory.
Short-Term:
- Tap and collect money quickly.
- Buy as many quirky products as possible.
Long-Term:
- Unlock all store categories and rare items.
- Upgrade to premium conveyor systems and reach max efficiency.
- Compete on leaderboards or complete item collections.
Victory Condition:
- “Victory” is soft — tied to collection completion or max upgrades.
- Gameplay Sequence: Include images or videos demonstrating different stages of gameplay, highlighting key moments and player interactions.
- Startup screen
- Tapping in action (box explosion animation)
- Money accumulation feedback
- In-store browsing and purchase flow
- Upgrade screen showcasing unlocked features
(I will uplaod Pictures of those I can)
- Game Board & Components: Show good pictures of the game board and components, explaining how they guide or influence player actions.
Since it’s a digital mobile game:
- The conveyor belt acts as the game board. – I will uplaod screenshots of these later
- Components include:
- Boxes (standard, rare, themed)
- Store interface
- Menu
Rulebook & Playtesting:
- Rulebook Sample: Include a sample of your rulebook, demonstrating your writing and communication skills.
The rule book is the same as the original one, I never made the mobile modifications.
These would be some changes:
Welcome to Shipping Craze!
Objective:
Tap boxes as they arrive to earn money. Spend your cash on fun virtual products and complete your collection.
How to Play:
- Tap a box as it moves down the conveyor to open it.
- Earn random amounts of money for each box.
- Spend your money in the store to buy items.
- Rare boxes contain bonuses. Don’t miss them!
- Upgrade your tap speed, gloves, and more in the Upgrades menu.
Tips:
- Faster boxes yield higher rewards.
- Complete item sets to unlock bonus features.
- Missing boxes reduces your multiplier — stay sharp!
- Playtesting Notes: Share any notes or feedback from playtesting sessions, showcasing your ability to identify and address issues.
The mobile game was never fully play tested. However, i had many issues while developinng the game, it was a very large learning curve and there were may things that took me a long time to understand. For example it took me forver to get a working conveyor belt – that used to work prior to my files getting all messed up but no longer works anymore.
- Game Reflections: Discuss what you learned from the development process and what you would do differently next time.
I learned so much from this process:
- How long it takes to make a game like this
- How hard it is to learn
- How many thing have to be set up in order to make one simple move
- How easy it is to make a mistake
- How long it takes to build a building in Unity, it is not like drawing a picture
- How important it is to keep your files organized.
Podcast – “Gone Home”
For the Podcast, I did it on the game ” Gone Home”. Gone Home is a first-person exploration game developed by The Fullbright Company. Set in 1995, you play as Katie Greenbriar, a young woman returning home after a year abroad. When she arrives at her family’s new house in Oregon, she finds it empty and eerily quiet. As Katie, you explore the house to uncover what happened in her absence.
The story unfolds through detailed environmental storytelling—letters, notes, cassette tapes, and personal objects scattered throughout the house. Central to the narrative is Katie’s younger sister, Sam, whose coming-of-age journey, including her struggles with identity, family acceptance, and a romantic relationship, is revealed piece by piece.
Gone Home is often described as a “walking simulator,” with no combat or puzzles—just exploration and emotional discovery. Its strength lies in how it tells a deeply personal and relatable story through atmosphere, subtlety, and a strong sense of time and place.
It will not let me upload my pocast to the actual website because the file is too large. I will try to find a way to add the video!
Reviews on Xbox Games
I recently caved and bought an Xbox, when I haven’t played video games since I was very little. So it has been a bit of a learning curve to say the least. Here are some reviews of the games that I been playing.
Dead Space
- What was the most frustrating moment or aspect of what you just played? The intensity of the atmosphere made it hard to focus at times, especially when you’re under pressure to react quickly. It was hard to see at some points because it was so dark, so I kept dying at the same spot because I couldn’t find the exit.
- What was your favorite moment or aspect of what you just played? I loved hearing players react in fear or panic—it added to the immersion and gave the experience a community feel.
- Was there anything you wnated to do that you couldn’t? Stop dying every two seconds.
- 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 want to make sure everyone read the lore entries—they add so much to the culture and backstory.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Intense, Immersive, educational
Roblox
- What was the most frustrating moment or aspect of what you just played? Trying to pick a game among so many options felt like thinking of countries on the spot—you freeze.
- What was your favorite moment or aspect of what you just played? Hearing people try to pronounce game names and character terms from different cultures was hilarious.
- Was there anything you wnated to do that you couldn’t? Nope—this platform is surprisingly limitless.
- 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 cultural references in some games more visible so newer players appreciate the detail.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Creative, Diverse, Educational
Fortnite
- What was the most frustrating moment or aspect of what you just played? Landing in a high-traffic area and getting eliminated right away felt like being first to go in a guessing game.
- What was your favorite moment or aspect of what you just played? Voice chats with players attempting international slang or phrases were the best.
- Was there anything you wnated to do that you couldn’t? Nope.
- 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 highlight cultural emotes or skins so players learn a bit as they play.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Fast, Fun, Educational
City Builder
- What was the most frustrating moment or aspect of what you just played? Balancing resources and population felt like being forced to think fast, like picking countries under pressure. Honestly, i really struggled to build anything at first because it kept giving errors.
- What was your favorite moment or aspect of what you just played? Building things
- Was there anything you wnated to do that you couldn’t? Be able to build from the start instead of really having to figure out what the objective of the game was.
- 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 encourage reading about the cultures you’re building around—it gives more meaning to the game.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Strategic, relaxing, educational
Minecraft
- What was the most frustrating moment or aspect of what you just played? When you’re the first to be attacked by a Creeper—like going first in a tough game.
- What was your favorite moment or aspect of what you just played? Building my own designs.
- Was there anything you wnated to do that you couldn’t? Nope this game has everything.
- 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 highlight in-game books more—they hold cultural lore that players often skip.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Creative, endless, educational.
NBA 2K25
- What was the most frustrating moment or aspect of what you just played? Free throws under pressure reminded me of coming up with answers quickly.
- What was your favorite moment or aspect of what you just played? Other players trying to pronounce international player names always cracked me up.
- Was there anything you wnated to do that you couldn’t? Nope
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make commentary more educational about different cultures in the league.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Realistic, exciting, educational.
Stardew Valley
- What was the most frustrating moment or aspect of what you just played? The clock moves fast—it’s like racing to think of an answer first.
- What was your favorite moment or aspect of what you just played? Building things and cleaning uo my farm.
- Was there anything you wnated to do that you couldn’t? No, it’s beautifully made.
- 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 more emphasis on cultural festivals in the game.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Peaceful, nostalgic, educational.
Halo
- What was the most frustrating moment or aspect of what you just played? Being ambushed by enemies out of nowhere—it felt like being the first in a tough question round.
- What was your favorite moment or aspect of what you just played? Other players trying to mimic alien languages or lore names—classic fun.
- Was there anything you wnated to do that you couldn’t? No, the game plays well.
- 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 cultural backstory of each alien race more prominent.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Epic, futuristic, educational.
Call of Duty: Modern Warfare II
- What was the most frustrating moment or aspect of what you just played? Being dropped into combat with no warm-up is tough—feels like being the first to guess under pressure.
- What was your favorite moment or aspect of what you just played? Just playing and learning how to play.
- Was there anything you wnated to do that you couldn’t? Nope
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Emphasize culture and history behind each mission location more clearly.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Gritty, intense, educational.
Grand Theft Auto V
- What was the most frustrating moment or aspect of what you just played? Getting chased by the cops too soon is like being tagged first in a game.
- What was your favorite moment or aspect of what you just played? People trying to say character names or street names from different cultures was fun.
- Was there anything you wnated to do that you couldn’t? Nope
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? More insight into the cultural influences behind each neighborhood.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Wild, open, educational.
A Way Out
- What was the most frustrating moment or aspect of what you just played? Syncing actions with your co-op partner under pressure is like being first to respond in a tense moment.
- What was your favorite moment or aspect of what you just played? Playing with another person instead of just myself.
- Was there anything you wnated to do that you couldn’t? Notv really.
- 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 know if I would change anything about the game itself, I think I would also like for it to be a single player game.
- What should be improved with the next version? Nothing
- Describe the game in 3 words. Cooperative, fun, exciting
Game Maker’s Play Test Notes – Scurry Ship
- What questions did your players have?
- One of the questions players asked was about the gray tiles. I specified the mechanics of the gray tiles in the rules, but I realize that this is something that I can make more noticeable/clarified. It could have been easily overlooked, causing confusion. The next question that a player asked was how you are supposed to win. More specifically, what the win indicator is. I noticed that some players didn’t know what to do once they reached the end of the board, leaving them to question if they have won. Along with the win indication, a player asked if both characters had to be on the end in order to win.
- How quickly did they learn to play?
- Compared to my other games, this one took a bit of time for players to get used to. Players had to get used to the slide puzzle mechanic, which took a game or two for them to be fully comfortable. One player tried to jump over the tables, which is specified in the rules not to do. But once they reviewed the rules, familiarized themselves with the core components, they enjoyed the playing experience.
- What kinds of interactions did the players have?
- The direct interaction between players was racing towards the end of the board. Players would periodically observe the progression of the other player, controlling the pacing of their actions. For example, one of the players were reaching the end of the board, so the opponent started moving the pieces around more frantically. This instilled a rollercoaster of emotion from players, from critical thinking to panic.
- What confused players?
- Not much confusion was amongst players, other than the slide puzzle mechanic and the few questions they asked. I think that overall, the confusion lies within tiny unspecified or overlooked rules within the rule sheet.
- What made players excited?
- Players were excited based on their thinking capabilities, which reflected based on their performance. They loved the competition against the other opponent and felt a sense of accomplishment knowing they outsmarted their rival. When a player would reach the end of the board, they would eagerly put their pieces in the life raft. In a moment where a player would get stuck in a corner, they would also get excited at solving the problem and progressing.
- What did your players enjoy doing?
- Players enjoyed progressing their pieces to the end of the board. They liked the constant flow of movement, providing a quick-paced gameplay. Additionally, they enjoyed flipping the pattern cards over, because it was a charm of randomization.
- Did any aspect of the game frustrate players?
- There were two main things about the game that frustrated the players. The first and foremost frustration was the fact that the gameplay was repetitive. The purpose of the pattern cards was to add a sense of randomization to the gameplay. However, in the end, the gray tiles are in the same place every game and the tables can be moved around the randomized patterns, making no difference. The second frustration was that the game was bare bones and could use a spice up. This and the repetitive gameplay go hand-to-hand, urging a sense of touch up.
- What is your plan to address player questions. Confusion and frustration?
- In order to address player confusion and frustration, I can add more components to the game. This could add more fun factors that can alter the pacing of the game, or maybe even a sabotaging aspect for the players. Maybe I can find a way to randomize the gray tiles, making each route for the playing experience different. As for any confusion, I plan to tweak the layout of the ruleset. I made sure to add extra pictures to the rules, so player confusion could be reduced majorly. But after realizing there are some things that players still questioned, I can find new ways to emphasize these clarifications in the rules. Maybe new pictures or angles can help…
Late Week 7 Response Dillon DeSantis
What are the challenges a team faces when working on an educational game?
Designing an educational game involves balancing the goals of different experts. Game designers want fun and interactivity, pedagogy experts care about effective learning, and content experts focus on accuracy. Each discipline speaks its own “language,” which makes collaboration difficult. The biggest challenge is finding a way to meet all these needs without compromising the game’s overall quality or purpose.
In the case study, team members vetoed each other’s game ideas. What were the scientist’s, pedagogy expert’s, and designer’s issues?
The scientist rejected game ideas that didn’t align with real science or used inaccurate information. The pedagogy expert opposed game levels that could block students from accessing educational content and later criticized replayability when it led to uneven learning experiences. Meanwhile, the game designer dismissed ideas from the other two because they didn’t feel like “real games” or lacked compelling gameplay. Each expert was stuck in their own perspective, making it hard to agree on a shared direction.
What did the team learn from playtesting their prototypes?
Playtesting showed that some of their assumptions didn’t match how players actually behaved, as well as led to major changes in the game’s structure, pacing, and content delivery. For example, players weren’t as interested in reading detailed content as expected, so the team simplified and made it more visible. It also helped them see how different player types responded to the game, especially the differences in how male and female players engaged with it.
How does playtesting resolve conflicts among team members?
Playtesting moves the conversation away from theory and into real evidence. Instead of arguing about what might or could work, the team can observe what actually happens when people play the game. It forces team members to confront whether their ideas hold up in practice, and this helps everyone make decisions based on what improves the player’s experience. Ultimately, it shifts focus from individual opinions to shared outcomes.
Ideas for a Text-Based Choose-Your-Own-Adventure Game
Ideas
- Saying goodbye during a long distance relationship. Have scenes that are fun and light-heartened and then there is just an emptiness
- Having a relationship but you are having anxiety but you can’t always talk; you need someone to talk to but you just feel so alone despite being in a committed relationship
Daily anxieties | (Title: Rabbit Holes??)
Excuse the word vomit. I’m likely going with this idea and I’m going to use these concepts. The game is supposed to feel sporadic and chaotic, imitating how overwhelming it can feel to have some of these thoughts and not being able to suppress them. This chaos of this list imitates how I want the game to feel lol
- Checking someone’s location. Not knowing where they are. Assuming they’re dead
- Check facebook to see if there was a car crash. Check their friends’ locations. Check their families facebooks.
- Someone hasn’t responded in a while
- They hate me
- Or they died and I don’t know it
- What if my grandma died and I just don’t know it because I have been so busy lately? It wouldn’t be the first time it happened
- What if my boyfriend secretly hates me
- He doesn’t want kids but maybe it’s just because he doesn’t want kids with ME and he thinks I would be a bad mother. It would be a different story if he was with someone else
- What if I have been tricked this whole time and he has a whole different life with a whole other person
- Driving
- Road is closed
- What if I accidentally hit someone
- What if I hit someone and I don’t even know about it
- What if I’m driving down the wrong side of the road
- Thinking about if I am supposed to be in class right now? Have I forgotten about class the whole semester and didn’t realize it until now
- I’m going to fail if so
- Feeling like I am going run into the guard rails and walls
- Seeing roadkill
- Trying not to run it over
- Close your eyes
- What happens if I get pulled over?
- Idk what to do
- Do I run away
- Hitting a pothole
- What do I do if there is an ambulance coming down the road??
- What happens if a trail derails right now
- What happens if I get stuck on the train tracks, what do I do?
- What do I do if I witness an accident?
- School
- What if my professors hate me and I’m gonna fail
- I’m probably failing right now
- They haven’t emailed me back do they think I’m stupid or hate me
- I’m I even going to be able to finish this assignment
- What if i don’t graduate on time
- What if there is no parking when I get to Wheatley?
- I’ll have to go back home
- I’m gonna miss class
- What if I choke
- I’ll die and People are going to make fun of me, that’s so embarrassing.
- Someone is going to rescue me and that is even more embarrassing. I’ll have to live with that for the rest of my life.
- What if I forgot to put deodorant on
- What if I forgot to unplug my straightener
- What if my plants are dying because my air conditioning got way too cold
- What if I forgot to brush my hair and the back of my head looks like a tangled rats nest
- What if someone parked me in at school and I can’t get out
- What if I left my creamer out on the counter and it’s gonna get all smelly and I’m gonna have to through it all away
- What if the CAs decide to do a surprise room check and my room and they are going to kick me out because it’s so messy
- What if I smell bad and no one wants to tell me?
- What if my professors hate me and I’m gonna fail
Finals Week Game Reviews
A Review of Game Design 2
- Was it fun? Yes, probably one of my favorite classes.
- What were the player interactions? Commenting on each other’s posts, playtesting each other’s games, providing game feedback, playing games together, etc.
- How long did it take to learn? Somedays I feel like I am still learning things about the points and the rules, but overall, not very long because the point system is fairly simple. I still feel like I don’t understand the multipliers though.
- Would you play it again? Yes, but please don’t fail me.
- What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is that game design is structured like a game to learn the principles of a game. If it has a rule set, it’s a game. I really like the character sheets and the multipliers.
- What was the most frustrating moment or aspect of what you just played? I think I just needed more motivation to really focus on making a solid game. Because you can get points from so many different things like commenting, posting reviews, and coming up with game ideas, I felt less motivated to spend a lot of time making a game, but that is also partially because I have been so busy this semester. I essentially wish I had more drive and time to make a really good game, but that isn’t necessarily game design’s fault.
- What was your favorite moment or aspect of what you just played? Everything!!!!
- Was there anything you wanted to do that you couldn’t? Not that I can think of
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think it would be nice to somehow incentivize the competition a little bit more. I think last semester was a lot more competitive in terms of the leaderboard and that made it really fun. This semester, it kind of feels like everyone is just in survival mode and doing what they can, not caring where they end up.
- What should be improved with the next version? Refinements to the multipliers, and maybe more restrictions on the hidden achievements. I honestly hated trying to keep track of my own hidden achievements because it just became a lot on top of everything else
- What was the game’s message? If you have a set of rules, it can be a game.
- Describe the game in 3 words. Fun, educational, going-to-miss-it-ngl
Evan’s Cracking Jokes Game Version 2
I’m really glad that the glowsticks were switched out for the clickers!
- Was it fun? Yes, but to be completely honest, the second version wasn’t as fun as the first one. I do like the new clickers though.
- What were the player interactions? Reacting to each other’s jokes by moving the noise maker clicker thing
- How long did it take to learn? I got this game almost instantly
- Would you play it again? Yes I would
- What is the game’s metaphor and which of the game’s mechanics standout? I’m honestly not sure what the metaphor is, but the standout mechanic for me is using the clicker to react to other player’s jokes
- What was the most frustrating moment or aspect of what you just played? Not being able to come up with a joke. The categories were almost a little too vague for me. I know that Evan doesn’t want it to become like Cards against Humanity with the kind of prompts, but I think more specific prompts can help people come up with jokes.
- What was your favorite moment or aspect of what you just played? I really enjoyed spinning the clicker thingy.
- Was there anything you wanted to do that you couldn’t? I wanted to be able to steal other people’s points if they couldn’t come up with a joke or the one that I tell in addition to their joke is funnier.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make it easier for players to come up with jokes
- What should be improved with the next version? I would revise the points system. I think that people should be rewarded if they get more people to laugh. Maybe 1 point per person who clicked the spinner? I would also like to see if players are able to steal points from other players. Also, I would love for you to bring back the old joke categories that everyone helped come up with. I had a much easier time coming up with jokes for those cards. To avoid people being like “I don’t like this one, IDK”, you could have people draw 2 cards and pick their favorite category from those 2 cards.
- Describe the game in 3 words. Comedy, satisfying clicker
Horrible Therapist
- Was it fun? Yes!
- What were the player interactions? Responding to the problems at the therapist and deciding what cards were the funniest or the most fitting
- How long did it take to learn? This game was a pretty instant learning experience
- Would you play it again? Absolutely, and I better!
- What is the game’s metaphor and which of the game’s mechanics standout? You are a bad therapist and you have to help people’s absurd problems. I really liked that you were almost building a comic strip.
- What was the most frustrating moment or aspect of what you just played? Reading some questionable cards in front of Professor Ames
- What was your favorite moment or aspect of what you just played? Being very good at it lol
- Was there anything you wanted to do that you couldn’t? Not that I can think of!
- What should be improved with the next version? It would be funny to have some improv or recreations of some of these scenes for immersive gameplay
- Describe the game in 3 words. Fun, shocking, wow!
Trial by Trolly
- Was it fun? Yes, I really enjoyed this game!
- What were the player interactions? Players had to try to “one” up each other by making the other team’s track seem worse so that the conductor would run over them instead. You also had to try to convince the conductor to not run you over so there was a lot of verbal manipulation as well.
- How long did it take to learn? This game’s rules and mechanics were simple to learn, but I kept getting hung up on if I wanted the cards to be the “worst” or the “best” since some of the cards were placed on our own track and others on the other players’. That might just be a me problem though.
- Would you play it again? Yes, I would! I think I would have a good time playing this with a group of friends.
- What is the game’s metaphor and which of the game’s mechanics standout? The game’s metaphor is about the trolley problem, where you have to debate the moral dilemma of running over the people on one train track. A metaphor I really liked was that the player teams changed every round.
- What was the most frustrating moment or aspect of what you just played? I kind of wish we could have mixed the teams up a little bit better, because even though you had a different team almost every round, I never got to be on the same team as Sara.
- What was your favorite moment or aspect of what you just played? The cards were very funny and I enjoyed debating on which ones to choose.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I want there to be a physical train to run over the people!!
- What should be improved with the next version? Physical train, maybe better ways of shuffling the player teams?
- What was the game’s message? Can’t always please everyone (not really but that’s what I got out of it)
- Describe the game in 3 words. Absurd, funny, different
Gris Review and Notes
From games for change:
“Gris is a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality. Gris will grow emotionally and see her world in a different way.
GRIS is a serene and evocative experience, free of danger, frustration, or death. Players will explore a meticulously designed world brought to life with delicate art, detailed animation, and an elegant original score. Through the game light puzzles, platforming sequences, and optional skill-based challenges will reveal themselves as more of Gris’s world becomes accessible.”
Notes from online
- Gris = grey in French or Spanish
- Colors represent the stages of grief
- Denial – grey
- Anger – red
- Bargaining – green
- Depression – blue
- Acceptance – yellow
Review
- Was it fun? Yes! I love puzzle platformer games like this and it was super easy to become immersed in the gameplay.
- What were the player interactions? While you don’t interact with other players, your character is able to interact with various objects which are integral to completing the puzzles. I especially enjoyed interacting with the little cute creatures in the forest.
- How long did it take to learn? The mechanics of this game were super easy and quick to learn, but I think it would have been different had I played on a different platform. Based on the demo we played during class, the tablet version seems a lot harder to control the girl, which makes sense for the game. On the Switch, I had no issue moving her.
- Would you play it again? Absolutely, I haven’t finished the game yet, but even when I do complete all of the main objectives I can already see myself going back to complete some of the smaller puzzles and challenges that I missed along the way.
- What is the game’s metaphor and which of the game’s mechanics standout? The game is about a girl that is going through the process of grief. The game starts out with little to no color and no character abilities, but as you progress through the game you unlock more colors and abilities. Each of the colors is representative of the stages of grief, and that is one of the standouts for me. The fact that the character abilities that you unlock are representative of that specific stage of grief and the things that you experience during it, it is so beautifully poetic.
- What was the most frustrating moment or aspect of what you just played? Once you get past a certain point, you can’t go back to the area you were just at. For instance, I was exploring the world a little bit before completing one of the puzzle challenges, but then I fell down a big hole and couldn’t return to finish that puzzle. As a completionist, I was not very happy about this, but I respect why the game developers chose to do that. I read online that I can revisit this at the end of the game so at least there’s that.
- What was your favorite moment or aspect of what you just played? Honestly, everything. The game so cohesively goes together. The soundtrack and the visuals make the game such an immersive experience and at times it is very emotionally moving. The game doesn’t have any words that tell you about the process of grief, but you are able to feel it in your soul.
- Was there anything you wanted to do that you couldn’t? I wanted to go back and finish those earlier challenges!
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Absolutely nothing!
- What was the game’s message? The game is about a girl who is navigating through the process of grief and sorrow
- Describe the game in 3 words. Beautiful, moving, breathtaking
Also here is a gallery of screenshots I took, just because it is so pretty and I need to share:





















Invasion animated
sorry for the poor audio // some of it was cut out of this entirely for some reason idk why
battle sprite sheet
Sara Estus – Don’t Judge a Book by its Cover – The Game
CASE STUDY~ Please check out my first post about this game, where I go over the drawing process if you’re interested!
Summary: The game, “Don’t Judge a Book by its Cover” is about assumptions, and basing judgments on people based on a picture of them. The game has over 20 different people, with a variety of different statements based on an event or experience a person has dealt with in their life. These statements can be humorous, sad, or surprising.
Primary Audience: The primary audience is generally people over the age of 15 as some of the cards are more serious topics that a younger audience may not fully understand the weight of.
Design and Thought Process…
Iterative Design:
Basic Idea: Based on the idea of finding an old book, and judging its contents based on the old, worn cover. The character cards are based on Polaroids in black and white, to also “age” the design concept. More people were added through the versions, and new statements were used, but the design stayed consistent with the versions.
Version 1 Design: The statement cards are an old yellow parchment style, and the font is comparable to typewritten. I wanted the impression when seeing the game for the first time to be “This looks old, and like a crime scene game.” The character cards are loosely based on the standard style of a Polaroid photo, as it gives some room for the character’s names, age, and pronouns. For the rules sheet, I used the same yellow and carried the same typewritten font over.

The Polaroid Cards above are the Version 1 (Left) and Version 2 (Right 2) designs for the cards.

Above: Some examples of the Statement Cards from Version 1
Version 2 Design: I chose to stick to the same design concept but added a few more details and styling to the second version. For the Polaroid character cards, the art style was consistent, but I added an “Occupation” to the cards as I noticed many players were spending a lot of time using the age of the character to match rather than any other detail. It makes the game a bit easier, but it also shows how much players are paying attention.
For the statement cards, I decided to make them more like slips of paper, due to a happy accident of the yellow coloring I used before not printing correctly. (I didn’t want to waste any paper) So I ended up cutting the cards down just to have the words fit, and used stamping ink to apply my own thumb prints on the paper’s design.

I did design to include a box, and I had two other smaller boxes I used as well (I recycled!) To make the boxes have consistency and style, I painted the parts of the boxes that were printed on with posca pens and brown acrylic paint to age it. Then I used an old pile of book pages and applied modge podge to the paper and box (Think like paper mache) and used lots of alcohol ink and the same stamp ink to apply my finger prints. For the rules paper, I reused the same page as before, but I CAREFULLY, used a lighter torch and burned the edges.

Game Mechanics: The game was intended to be super simple, spread the character cards out, and then the statement cards out in a different area on a table. Then, carefully read each character card and observe their name, age, pronoun, and occupation, while also observing what they look like. Then read the statements aloud, and decide who fits what statement, based on the content of the statement itself, or the information provided on the character cards. After each statement has been matched with a person, the game master (Me) will check and take away the ones that are correct. The game continues until all cards have been matched correctly.
Player Goals: Understand the concepts of judging others based on appearance, and little information given about them – you never truly know what someone is going through.
Gameplay Sequence: Place all the character cards out, and then all the statement cards, observe and read/look at all the cards. Try to match the correct cards with the people, repeat until all cards are matched.
Game Board and Components:
Version 1: The game contains 15 Polaroid Cards, 15 Statement Cards, as well as a rule set.
Version 2: The game contains 18 Polaroid Cards, 18 Statement Cards, as well as a rule set, two small boxes labeled “Statements” and “Polaroid” Cards, all packed into a bigger box with the title of the game on the face of the box
Rulebook and Playtesting
Rulebook Sample:

Playtesting Notes:
The biggest lesson I learned was that not everyone took the time to observe as much as they could about the people in the game, but players also didn’t stereotype and judge people as much as I assumed they would! Players would often build thoughts and ideas about who did what, and I think after multiple rounds of playing, people became a little overwhelmed with the concept of getting the cards matched incorrectly all the time.
Game Maker’s Play Test Notes – Don’t Judge a Book by it’s cover (Combined for Versions 1 and 2)
- What questions did your players have? Who are these people, and can I be in the next version were the two biggest questions
- How quickly did they learn to play? The rules are quite simple, so they worked together and figured out the concept quickly.
- What kinds of interactions did the players have? Laughter, surprise, and empathy in general when cards were matched correctly. Some cards were humorous, and some were a bit sad. I think they learned a lot about being empathic with others.
- What confused players? They would match a card incorrectly and not remember to move it during the next round, so they would keep getting cards wrong.
- What made players excited? Seeing their friends on some of the cards, and getting matches correct
- What did your players enjoy doing? Reading all the statement cards
- Did any aspect of the game frustrate players? Getting matches wrong multiple times.
Game Reflections:
I enjoyed the process of creating this game and the meaning behind its purpose. It was really enjoyable to connect with people during my process of developing the game, hearing some of their stories, and seeing their reactions to my drawing of them. I hope to make another iteration of the game that will allow people to play without the need of having me around, as well as some changes in how hard it is to match some of the cards. But all in all, I think the game was a huge success!

