TRUTH OR TWISTED (2nd Game)

Premise

True or Twisted? is a political fact-checking quiz game designed to help players separate truth from misinformation. Through a series of carefully crafted statements, players must decide if each one is true or false, but the twist is that the wrong answers reflect real-world misconceptions. It’s part game, part wake-up call.

Story/Intent

We live in a time when people often encounter fake headlines before real ones, and many vote or argue based on half-truths. This game challenges players to think critically and rewards informed awareness.

By including wrong answers based on popular conspiracy theories, the game simulates how misinformation travels — and gives players the tools to fight it.

The tone stays neutral, even when addressing controversial topics, to build trust across viewpoints. No lectures. Just facts and choices.

The Process

This project started as a reimagining of “The Election Game,” which focused on candidate knowledge. As the political climate evolved, the goal shifted: to educate players about current government actions, broken promises, and viral misinformation — whether they supported the ruling party or not.

Built using HTML, CSS, and JavaScript, the game features:
• Dynamic true/false questions
• Feedback after each answer with the correct information
• A clean UI with bold fonts and visual clarity
• A system prepared to expand with chatbot features or live fact updates in the future

The Sequence (1st game test)

Story

The deeper you go into the game, the more surreal it becomes. The player unknowingly becomes complicit in a narrative they don’t understand. The experience asks: what happens when we blindly follow orders without understanding the consequences?

Premise

At first glance, The Sequence is a simple color-matching memory game. But as players complete more rounds, a hidden layer unfolds: each round reveals a disturbing real or fictional news clipping, making players question what they’re really participating in.

Process

The 1st version of the game was a card game that was made and tested
The 2nd version of the game was built using HTML, CSS, and JavaScript. I started with basic sequence logic, then integrated mood-based design changes (ambient colors per round) and a modal system to trigger random headlines. I collected both real and imagined news clips and paired them with specific rounds.

INITIAL VERSION (CARD GAME)

The Sequence – Early Card Game Version
Premise:
Players drew and replicated color pattern cards, seemingly just to match them — but over time, those sequences triggered event cards (news clippings or real-world consequences), revealing that they were unknowingly participating in something much deeper or darker.

Gameplay Elements:

Color Pattern Cards: Cyan, Magenta, Yellow, Red — shuffled and drawn in sequences

Reaction Phase: After successfully copying a pattern, a news/event card was revealed

Narrative Twist: Players realized that their actions were feeding into hidden systems (e.g., political events, surveillance, or complicit behavior)

Goal:
players kept going, but the real point was to notice the moral weight of their obedience.

FEEDBACK

Well put together but long in gameplay.( Colin )
Needed to provide premise to the game to give an idea to players (Kelsey)

A “FINAL VERSION”

A playable browser-based experience with:
• 16 color patterns
• 16 news clippings (mild to extreme)
• A narrative twist through tone, glitch effects, and unsettling themes
• Great for reflection, discussion, and emotional design critique

animal abuse game

Animal Advocacy: Rescue & Rehabilitate

This card game centers on animal rescue, rehabilitation, and advocacy. Here’s a more detailed breakdown:

Core Concept

Players work as a team of animal welfare advocates managing an animal rescue organization. Your goal is to successfully rescue, rehabilitate, and rehome animals who have experienced abuse or neglect.

Components

  • Animal Case Cards (40-50): Each depicts a different animal with their story, specific needs, and recovery timeline
  • Resource Cards (60): Medical care, shelter space, food, enrichment, transport, training
  • Specialist Cards (15): Veterinarians, behaviorists, foster families, legal advocates
  • Challenge Cards (30): Unexpected situations like medical emergencies, funding shortages
  • Community Support Cards (20): Donations, volunteers, adopters, educational campaigns

Gameplay

Setup

  1. Each player receives a role (Veterinarian, Behaviorist, Shelter Manager, Outreach Coordinator, etc.)
  2. Create decks for Animals, Resources, and Challenges
  3. Set up tracking boards for shelter capacity, available funding, and public awareness

Round Structure

  1. Intake Phase: Draw new Animal Case Cards that enter your shelter
  2. Resource Allocation: Assign available resources to animals in your care
  3. Challenge Phase: Draw and resolve Challenge Cards
  4. Rehabilitation Progress: Track each animal’s recovery using progress tokens
  5. Adoption Phase: Successfully rehabilitated animals can be matched with forever homes
  6. Community Outreach: Players can invest in prevention programs and education

Animal Cards

Each animal has specific needs based on their situation:

  • A dog from a fighting ring needs medical care, behavioral rehabilitation, and legal advocacy
  • A cat from a hoarding situation needs medical attention, socialization, and proper nutrition
  • A horse from a neglect case needs specialized veterinary care and nutrition rehabilitation

Educational Elements

  • Cards include factual information about recognizing signs of animal abuse
  • Challenge Cards reflect real-world obstacles in animal welfare work
  • Success stories based on actual rescue cases
  • Information cards about animal welfare laws and reporting procedures

End Game

The game ends after a predetermined number of rounds. Players tally:

  • Number of animals successfully rehabilitated and rehomed
  • Community awareness level reached
  • Prevention programs established
  • Resources remaining

Winning

Successfully rehabilitate and find homes for 8 animals before the shelter becomes full.

Example Turn

  1. Draw a new Animal Card: “Max, a dog rescued from a fighting ring”
  2. Play Resource Cards to help Max (Medical Care, Special Training)
  3. Draw Challenge Card: “Shelter Overcrowding” – must make room or lose resources
  4. Check if any animals have met all their needs and can move to adoption

Expansion Ideas

  • Legislation Expansion: Add mechanics for advocating for stronger animal protection laws
  • Wildlife Rescue: Incorporate cases involving wild animals and conservation
  • International Cases: Address animal welfare challenges across different cultures and regions

The game strikes a balance between showing the reality of animal abuse while focusing on the positive impact of intervention, creating a challenging but ultimately hopeful experience that educates players about this important issue.

Game Documentation 3 for “Shipping Craze”

Short Summary

Shipping Craze is a fast-paced tabletop game where 4-6 players take on the roles of savvy merchants, racing to gather products, manage funds, and build the highest-value “house” by purchasing items from a shared store. Players roll dice, land on spaces to collect money, and make strategic purchases to build their collections. The goal is to be the merchant with the most valuable house when all store items are sold or no one can afford more products.

This game is perfect for players aged 12 and up who enjoy strategy, competition, and a bit of luck.

Design Process & Thought Process:

  • Game Design Document (GDD):
Game Design Document 

Core Concept: The game is centered around the theme of product collection and strategic purchases. Players must manage their money effectively and plan their acquisitions carefully to maximize the value of their personal "house" before time runs out or the store empties.

Message/Purpose: The purpose of Shipping Craze is to engage players in a competitive environment where they must balance risk and reward, manage resources (money), and make strategic decisions. The game challenges players to think ahead and outsmart their opponents to accumulate the most valuable set of products.

Rules and Mechanics:

Dice Rolling: Determines movement on the board, creating an element of luck.

Product Cards: Represent money earned, creating a balance between luck (drawing cards) and strategy (spending money wisely).

Store Items: A shared resource that players can purchase from, encouraging competitive decision-making.

Bankruptcy: Forces players to rethink their strategies when they run out of money.

Double Rolls: Adds a layer of excitement and risk, providing an extra turn for lucky players but also the risk of losing a turn after three consecutive doubles.
  • Iterative Design: Showcase how you iterated on the game design, highlighting the challenges you faced and the decisions you made. 
The design process of Shipping Craze began with the core mechanic of collecting products to build a valuable house. The initial iteration was quite simple, with players moving around the board and collecting items, but it lacked strategic depth. Early testing revealed that players often rushed to buy whatever they could, resulting in an unsatisfying game that didn’t reward long-term planning.

Key Decisions Made:

I introduced the concept of a "house" where players store purchased products to help them track their progress and give them a visual goal to work toward.

A store with limited products was added to introduce competition and prevent players from hoarding resources without challenge.

I added the rule for bankruptcy to add tension and prevent players from simply buying low-value items repeatedly.

The Double Roll rule was implemented to keep the game dynamic and prevent players from becoming complacent.
  • Game Mechanics: Explain the key game mechanics in detail, using diagrams or screenshots, or photos to illustrate them. 
Game Mechanics

The game is centered around three key mechanics:

Dice Rolling: Players roll two dice on each turn to determine how far they move on the board. Rolling doubles gives players an extra turn, but rolling three doubles in a row results in forfeiting a turn.

Collecting Products: Players land on spaces to draw Product Cards, which provide them with money tokens. The money earned helps players purchase store products.

Purchasing Products: The products in the store are limited, and players must carefully choose which items to buy with their accumulated money. Items vary in price and value, requiring players to think strategically about when and what to purchase.
  • Player Goals: Clearly define the players’ objectives and how they achieve victory. 
Players aim to build the highest-value house by purchasing items from the store. The value of each product is represented by the money it earns when collected. At the end of the game (when the store is out of products or players can no longer afford to buy), the player with the most valuable house wins. To achieve this, players must:

Collect money by drawing product cards.

Strategically purchase valuable items from the store.

Monitor the other players’ progress to prevent them from getting ahead.
  • Gameplay Sequence: Include images or videos demonstrating different stages of gameplay, highlighting key moments and player interactions. 
Gameplay Sequence

The game unfolds in a series of turns:

Roll the Dice: The player rolls two dice to determine movement.

Land on a Space: The player lands on a space that might allow them to collect a product card or purchase from the store.

Product Collection: If a player lands on a "Pick up a Product" space, they draw a Product Card and receive money based on the card’s value.

Purchasing: Players may then spend their collected money to buy products from the store.

End Turn: Once purchases are made, or the player opts not to buy anything, their turn ends, and the next player takes their turn.
  • Game Board & Components: Show good pictures of the game board and components, explaining how they guide or influence player actions. 
The Shipping Craze board includes spaces for dice rolling, product collection, and the store where players can buy items. The board is divided into different segments, such as "Start" and "Product Spaces," where players can land to collect products.

Components:

Dice (2): To determine movement.

Product Cards (200): Cards representing products and the money earned when collected.

Store Items (150): Physical items for sale in the store, each with a price tag.

Money: Represent the cash players use to make purchases.

Player Markers: Used to track the player's position on the board.

Product Boxes (3): Store items are kept here for players to purchase.

The store is the focal point of the game’s strategy, influencing player decisions as they navigate the board and plan purchases.

Board/Set up

Store Items

Rulebook & Playtesting:

  • Rulebook Sample: Include a sample of your rulebook, demonstrating your writing and communication skills. 
  • Playtesting Notes: Share any notes or feedback from playtesting sessions, showcasing your ability to identify and address issues. 
Playtesting Notes

Player Questions:
Players were curious about potential player-to-player interactions, such as trading or sabotaging, which aren't currently part of the game. Others asked what happens when the Product Deck or store items run out, leading to minor confusion about the late-game flow.

Learning Curve:
Most players learned the game very quickly—within about 5 minutes of explanation. While the core mechanics (rolling, collecting, buying) were easily grasped, the strategic timing of purchases and resource management took a bit longer to click.

Player Interactions:
Interaction between players was mostly indirect—centered on competition for store items and comparing purchases. Some players added fun by joking about each other's earnings and choices. However, deeper interactions like blocking, stealing, or trading were missing, which some found limiting.

Confusion Points:
Players were unclear on when they could access the store. Some believed they could buy items as soon as they had the funds, not realizing they needed to land on a store space. Others weren’t sure what to do when they had no money or if the store was out of items.

Player Enjoyment:
Players really enjoyed collecting products, building their “house,” and anticipating dice rolls. Big moments—like pulling a high-value card or rolling doubles—sparked a lot of excitement.

Frustrations:
Players felt frustrated when stuck with low-value items or when they couldn’t make purchases due to lack of money. The bankruptcy rule, while useful in adding tension, could feel punishing and left some players with little to do. Some also struggled when the store ran out of products.

Takeaways:
Although the game wasn’t designed to teach lessons explicitly, players came to understand that hoarding money for expensive items isn’t always the best strategy. Many realized that buying multiple smaller items could be just as effective, aligning with the game’s intended message about balancing price and value.
  • Game Reflections: Discuss what you learned from the development process and what you would do differently next time. 
What I Learned

The biggest takeaway from developing Shipping Craze is the importance of balancing strategy and player interaction. While players enjoyed collecting and competing for resources, they wanted more ways to interact beyond just racing for items. The excitement of dice rolls and product draws was strong, but the independent nature of play could sometimes make it feel solitary.

Addressing Feedback

To address confusion and enhance interaction:

I plan to redesign the store layout to make it more visible and accessible for all players.

I'll add a new "Chance Card" mechanic to bring more dynamic events into play. These cards could let players:

Steal items from other players

Take free products from the store

Freeze an opponent’s turn

Earn surprise bonuses

This addition will introduce risk-reward dynamics and promote more player engagement.


What I will Do Differently

In the next iteration, I will:

Refine rules around store access to make them clearer.

Introduce more layered strategy, like card combos or item synergies.

Possibly explore team modes or multiplayer challenges to enhance social gameplay.


While the game was successful in encouraging smart spending and value assessment, I want future versions to offer deeper player interaction and less downtime, especially when players fall behind.

Barrel of Truth Version 2 Rules -Colin Kenny

All players are given a pen and piece of paper per round. On their turn, players draw a card and read it aloud to the group, as well as its category, either public or anonymous. If public, all players write their names in the corner of their paper. If anonymous, players should only write their answers. Once everyone is finished, they drop their papers into the barrel, the card drawer closes the lid, shakes it well, then removes the lid and reads all of the responses. Then, players are encouraged to discuss and have meaningful conversations regarding the topic and responses. Play continues clockwise. Play ends when players feel they know each other much better.

Game Maker’s Play Test Notes – Donkey’s Vs. Elephants

  1. What questions did your players have? 
    • Players asked if the ball is allowed to ricochet off of the walls. This is unspecified in the rules, so it makes sense that this would be a valid question. Next, players wondered about if they had to move the maximum number of pegs. One of the players spun the wheel after their turn and got a 5, and they wondered if they have to use all 5 movement opportunities. Lastly, another question they had was based on an unspecified situation of hitting one of your own ballot boxes. The ball could ricochet back and hit your own boxes, so I will have to think of a way around that.
  2. How quickly did they learn to play? 
    • Players learned fairly quickly. The rules are simple, and the gameplay is very straight forward. After answering the questions they had about the rules, players were able to understand the game fully.
  3. What kinds of interactions did the players have?  
    • The players interacted directly with each other. Moving the pegs around made some interesting interaction, as players strategized what peg placement would benefit them while giving the other side a disadvantage. Furthermore, while a player would aim toward the other player’s ballot boxes, there was some tension arising on whether the peg placement was efficient.
  4. What confused players? 
    • Mostly just unspecified rules, which I ended up having to answer for them. These unspecified rules were discussed in what questions players asked, but another confusion was if they were allowed to hit multiple ballot boxes. One of the players made the interesting point that if more than one ballot box is knocked over during a turn, maybe the player can choose which ballot box to knock over. Of course, this is something else that will need clarified in the rules. There can be turns in which all three ballot boxes can be knocked over, ending the game in one turn.
  5. What made players excited? 
    • Most of the excitement came from spinning the wheel or getting bank shots. The wheel is luck-based, so excitement derived from whether players were going to spin on a big number. The bank shots were hype, as players not only got the ricochet but bypassed the pegs in the middle of the board.
  6. What did your players enjoy doing? 
    • Players enjoyed hitting the ball with the popsicle stick. It reminded them of knock hockey, using sticks to hit the puck to the other side of the board.
  7. Did any aspect of the game frustrate players? 
    • The only thing that mainly concerned players was the fact that there was no net to catch the marble after hitting the ballot boxes. This is something I’m surprised I haven’t thought of, but as players started hitting the ball, it flew off of the board.
  8. What is your plan to address player questions. confusion and frustration?
    • In order to address most of the confusion and frustration, I will have to make some clarifications in the rules. Most things that confused the players were not touched upon in the ruleset, so it wouldn’t hurt to make the necessary clarifications. Although I will probably end up dealing with the ballot boxes, whether it is adding a net or completely revamping the mechanic.

Refined Game Documentation #1

Mother’s Wish (3 players)

Short Summary

This is an empathetic playing experience based on gathering groceries for your sickly mother. The game revolves around scoping out proper groceries on the shelves in order to add them to your cart. The first player to complete their shopping list and load up the cart wins the round, collecting the shopping list as a signifier. There are three rounds to each game, and whichever player has more shopping lists than the other wins. This game is for players who love competition, as well as quick reaction timing. This game also involves strict observation skills. Think of it as an Eye-Spy book, but you are competing against someone to find the hidden objects.

Design Process & Thought Process:

Iterative Design

I’ve had to think of ways to simplify the graphics of this game, in order to keep the players focused on the task at hand. I didn’t want to overcomplicate the design, so players aren’t distracted and are able to discern between items. For example, the setting of the game takes place in a store, so I designed a simple floor tile that doesn’t catch the players off guard.

Designing the cards were tricky, because I had to think of a way to efficiently convey what products I wanted the players to grab off of the shelves. The main challenge to this was the fact that there are some products that are the same, but different color.

In order to address this, I specified under the drawing what color was to be sought out.

Although the cards are simple, they give a general consensus of the card layout and design. Taking the final iteration to photoshop, I will be able to photograph the items onto the cards maximizing recognition.

The last design iteration were the shelves. I thought about making the shelves look more like shelves, each with layers of items. The problem with this design was the fact that it would be very hard not to knock the shelves over, and it would be very hard to pull the items off of the shelves. In order to fix this, I made the shelves more like bins instead of actual shelves:

Game Mechanics

There are two different types of player roles for the gameplay, which are the shoppers and store manager. There are two shoppers that are competing against each other. The players are pulling items off the shelves, trying to be the first to complete the shopping list. The shoppers use tweezers in order to pull the items off of the shelves into their carts, shown in the image below:

They will keep going down the list. The first shopper that finishes the list, with all of the corresponding items in their cart, collects the shopping list card which signifies two points. The list in which the shopper completed are two points. In a round, there are 3 shopping list cards during a game for the players to compete for. One card after the other. The max number of points to earn in a game is 6. If a player knocks items off of the shelves as they are trying to grab an item, that is a point deduction. The number of items that are knocked off of the shelf doesn’t matter, it is only a one-point deduction per round.

The Store manager oversees the game and keeps track of the scoring system. They do not directly play in the game, but act as a “boss” or “moderator” of the gameplay. For example, if a player scores a point, then it is the manager’s job to keep track of who is winning. The store manager reorganizes the shelves between rounds, sets up and stocks the shelves. They flip the grocery lists over, in order to signify when the shoppers must start shopping. They run the store. 

Player Goals

The manager doesn’t have any real goal compared to the shoppers, who have a direct goal to win. The only main task of the store manager is to make sure the game is running efficiently, as well as restocking the shelves between rounds. This way, the items don’t run out as the shoppers grab them off of the shelves.

On the other hand, the goal of the shoppers is to collect the shopping lists, which signify points. As stated in the game mechanics, the most points you can score during a game is 6. With each card being worth 2 points, the players must complete their lists, collect the card and snag the points. In the end, whichever player has more points wins. The number of points can also be affected by whether the shopper has knocked over items which is a point deduction.

Gameplay Sequence

After the store manager stocks the shelves and the cards are in placement, the game is ready to commence. The Store manager will flip over the first card, which will have a list of items to take off of the shelves. As soon as the card is flipped over, both shoppers scurry around the store to pick the items off of the shelves. Once a shopper finds an item, they pick it off of the shelf with their tweezer and put it in the cart. They will keep going down the list. The first shopper that finishes the list, with all of the corresponding items in their cart, collects the card which signifies two points.

Once all 3 grocery list cards have been gone through, it is time to tally up who has earned the most points based on how many cards they have kept. If the player has knocked items off of the shelves, that is a single point deduction. This is one of the jobs of the store manager, making sure who is in the lead (point tracking). If by chance both shoppers have the same number of points and there is a tie, then both shoppers must compete an additional round to determine who is the final winner.

Player Interaction/Gameplay:

Game Board & Components

The game board – simple in design, allows the players to maintain focus on picking out the items. Since the board is simple, the colors of the items stick out, making it easier to differentiate between the groceries. This is what the game looks like set up:

As mentioned in the iterative design section on the shelving, I made sure that the shelves were more like bins. If I were to make the shelves stand up like typical store shelves, players would be more inclined to knock them over and scatter items everywhere.

Furthermore, a feature I added in the game was the ability of the manager to organize the shelves in any way they want on the game board. This allows the manager to not only control the flow of the game but potentially make things tricker or harder for the shoppers.

Tools

The two shoppers use a tweezer in order to pick the items off of the shelves. Players cannot use their fingers because the challenge of the tweezers makes it more interesting. Both shoppers have a shopping cart that they also put their groceries in. In the beginning of the game, the two players decide who is who (between players 1 and 2).

Rulebook & Playtesting

Playtesting Notes

  1. What questions did your players have?
    • Some common questions that the players had were based on the rules, such as “What if you pick up and put back items?” or “Can I take from the other player’s bin?” Any of the questions were based on unspecifications that I will have to clarify in the rules, in order to prevent people from doing the wrong actions. Another question was “Am I allowed to block the other player?”
  2. How quickly did they learn to play?
    • It didn’t take long for the players to catch on to the ruleset. I’d say that this game has one of the easier rulesets I’ve made but nonetheless needs improvement. The players were able to play the game and adapt, but they still ran into complications that I will have to personally look over.
  3. What kinds of interactions did the players have?
    • This is a very competitive game, and the players were constantly at each other’s throat. From a direct interaction, the players clash tweezers and wrestle with pieces time to time, as well as striving to the first to earn points. However, not much talking is involved in the game, as players are dialed in to focus on what pieces to grab.
  4. What confused players?
    • Players were less confused about the rules, and more confused about the pieces they had to grab. I’ve noticed that in the prototype, I did not do a good job of indicating what type of pieces they have to lookout for. This confused the players, as they sometimes grabbed the wrong pieces or mistakened items for something else.
  5. What made players excited?
    • The excitement mainly derived from the bulk of the gameplay, where players were rushing to earn points. When the points were earned, it was rewarding to the players too, complimenting their quick-thinking and observation skills. The anticipation of the manager flipping over the card evoked excitement as well, as the players eagerly awaited their next challenge.
  6. What did your players enjoy doing?
    • The players enjoyed using the tools (tiny tweezers and shopping carts) and competing with each other. They enjoyed navigating through the miniature store model, which gave them an environment to interact with.
  7. Did any aspect of the game frustrate players?
    • I wouldn’t say so, but the players suggested a mechanic to make things easier for the playing experience. I think it was more about a factor that they wish was a part of the game rather than frustration. For example, they suggested a clock/bell that could be hit to indicate that they are done with the shopping list, in order to prevent frequent ties.
  8. What did your players learn/take away from your game? Was that what you intended?
    • I’d say my players learned the aspects of keeping cool during a moment of chaos. This game really enforces the principles of maintaining composure and concentration, no matter how stressful the environment may be. This was sort of what I intended, since I was looking to create a fast-paced and competitive game.
  9. What is your plan to address player questions, confusion, and frustration?
    • Just as I’ve tackled criticism in the past, I plan on addressing the confusion, questions and frustrations of players through communication and/or feedback. Through frequent playtesting, I expect players to tell me the things that are wrong with my game. There have been instances where I thought the game was perfect from the start, until players have exposed its flaws in rules. I’ll also have to read over the rules of my game and make extra clarifications and changes to better the playing experience.
  10. If your players didn’t get your intended message, what will you change?
    • One thing I will point out is that this game is supposed to make the players feel empathy, as the premise of the game revolves around getting groceries for your sick mother. I don’t think the players understood that, at least I can do a better job at making that known. In order to fix this, I will add designs to the cards which will show a small picture of your mother asking for the specific groceries. This way, players will be reminded of their sick mother, making them more determined.

Game Reflections

Through the development of this game, I’ve spotted out a lot of design potential that can be put into a final iteration. This game can be polished, and rules can be specified in order to maximize gameplay. Photoshop will carry this game to victory, as item recognition will be much easier on the cards. Next time I will make sure to not only improve upon the graphics, but to word the rules better. I believe that I can definitely word things in order to help the players understand the mechanics further. Overall, both graphics and rule iterations can help me consider the players better and their playing experience.

player reviews

barrel of truth (second iteration)

  1. What was the most frustrating moment or aspect of what you just played? Their really wasn’t a frustrating thing about this game.
  2. What was your favorite moment or aspect of what you just played? I really liked the new topic cards, they brought some better talking and the public and anonymous was really fun to be funny on the anonymous cards.
  3. Was there anything you wanted to do that you couldn’t? No, this game has everything i could have wanted.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Their isn’t any thing i would change.
  5. What should be improved with the next version? nothing its perfect.
  6. What was the game’s message? talking and getting to know people but being able to tell things you wouldn’t normally but be able to say it.
  7. Describe the game in 3 words: truth, fun, friends

The Campaign Trail

the campaign trail –

To start the game the deck of candidate cards will be passed around the table face down. When you get the deck of cards you are to choose a card randomly without looking at them. This will be who you play as during the game. 

Start the round with the oldest player rolling the 6 sided die. 

Play will continue clockwise.

Landing on a red or blue dot will gain you voters. 

You can only gain voters if you land on the color that matches your party. 

The amount of voters you gain each time is indicated on your candidate card.

Not all of the amounts on the cards are the same, this difference is based on statistics about voter preference in a candidate. Things like ethnicity and gender affect these statistics.

Special spots:

Smear campaign:

If you land on this space you are able to make a campaign against one of your opponents. First choose which opponent you will steal from and then roll the die to see how much of your opponent’s voters you steal for yourself.

1 = .1x of opponents

2 = .15x of opponents

3 = .2x of opponents

4 = .25x of opponents

5 = .3x of opponents

6 = .35x of opponents

Scandal:

Scandal spaces will make you lose a percentage of your voters. 

That percentage will be said on the space. 

Ad campaigns:

When you land on an ad space you will pick the card on the top of the ad pile. You will keep this card until the end of the game. At the end of the game you can flip these cards over and add how many votes you get to your score. 

The game ends when everyone makes it to the end. The goal is to have the greatest number of voters.

Cry Me a Pond Playtest Notes

What was the most frustrating aspect? Maybe not wanting/ not thinking about an answer to the card

What was your favorite moment? I like the calming color scheme. The discussion brought out aspects of other people you didn’t expect. The social aspect of this game was fun.

Was there anything you wanted to do? Maybe keep going… The board ends but what if people haven’t reached happiness? Could it be a circular pond?

If I had a magic wand to change, add or remove? Maybe labeling the colored lily pads? Which one is sad and which one is happy. 

What should be improved? Board shape/ length of lily pad path – it stopped too abruptedly. Also, no vengeful water spirit cards were chosen… I wanted to interact more with that but then I also question if it contradicts your game’s message? Is the purpose of the game to talk through/solve problems leading to peace? because school questions don’t do that. I guess what I’m getting at is what is the purpose of the Ames Card’s in this game’s larger message.

Game Message? Venting, collaboration, and mutual support lead to social and mental benefits.

Game in 3 words? Empathy, conversation-based, social-health, deep, bonding

Other questions: If taken further, it would be helpful to add more clarity in the rules. how long does it take? Player range? Pieces? 

Butterfly Effect Game Test

Most frustrating aspect? I thought the spaces + dice combo was annoying. I felt like I was making progress so slowly. the number of spaces between each butterfly was always one more than the max (3). I felt like it added a sense of predictability: you roll, next turn you get a butterfly, you roll, next turn you get to a butterfly.

Most fun aspect? Answering the question cards

anything you wanted to do but couldn’t? I wish there weren’t card repeats. It makes it less interesting. Oftentimes, when someone reads a card, the group discusses it.

If I had a magic wand to change, add or remove? People shouldn’t begin by choosing to go left or right (people who go left will never win). There should be a couple spaces straight before the first butterfly choice which then directs them left or right.

What should be improved? the card and the boards. Butterfly player pieces would be cute.

Game’s message? to live cleaner and work towards a better world

Game in 3 words? persuasive, revealing, purposeful

Hues n Cues Playtest

What was the most frustrating aspect? People being colorblind

Favorite Moment of the game? People being color blind AND funny, creative, or unhinged descriptions of colors.

was there anything i wanted to do and couldn’t? I really enjoy this game the way it is!

If I had a magic wand to change, add, or remove anything? I think the colors on the card should match the board. I think they also could be more creative with the card designs – what if they were more inspired by pantone swatches? Also, I would’ve liked perhaps a different shape of marker?

Improved for next version? I think this game is functional and fun without any changes! However, I would enjoy the design changes as stated above.

Games message? Training for working at crayola

Game in 3 words? Art-nerd, Group, Creative

Amber and Sara’s Game: “Cry me a Pond” Case Study

Short Summary

The game, “Cry me a Pond” is about sharing experiences that create a sense of empathy among students that have experienced the struggles of life, generally through college, coming of age, and of course game design. While the game has a generally niche audience, the concept is based on sharing thoughts, feelings, and answering real questions that were part of the reading and assignments posted on Professor Ames’ website. 

Primary Audience: 

Generally the audience is media arts students that have a general understanding of being in a creative funk, but it can also be played by students who have general knowledge of game design skills. 

Design Process & Thought Process 

Iterative Design: 

Amber: For the game board design, I decided to just do a simple pastel blue/green/purple gradient. I chose these colors because they are soothing and relaxing, which felt fitting for an empathy-based game. We decided to cut the pond shape out and I placed different colored lily pads as the spots to move on the game board. The font is simple, sans-serif, clean. We used Montserrat specifically. 

The happy and sad card designs are very reminiscent of the pond game board design. The use the same gradient in the background with the same fonts. The backs of the cards are very simplistic, with a vector symbol to indicate the type of card and the words “Cry Me a Pond” for branding. The size of the cards are 3.5 x 5.75 inches, making them fairly large. 

Thinking about what I would do differently for future versions, I don’t think I would change much aesthetically. I think the simple, pastel aesthetic is fitting for the type of game we decided to make. I would change a little bit of the board design though, since people were a little bit confused about what lily pad to move to next. I would also toy around with the idea of having some of the spaces become “flooded”, so maybe the lily pads are extra game pieces aside from the board. 

Sara: For the design of the “Vengeful Water Spirit” I decided to create the ‘sprite’ using Procreate on my ipad. I stuck to a more chibi style of the Ames-esque look, as I wanted to maintain the simplicity of the overall style of the game Amber created with the soothing and relaxing colors, while also adding the comedic value to the character. 

The water spirit cards also follow the basis of how Amber created the happy and sad cards, with a similar gradient, but in the color orange (as its Ames’ favorite color) and simplistic with the drawing of the vengeful water spirit in the middle of the words “Cry me a Pond – Vengeful Water spirit Professor Ames” the size of the cards is consistent for  the game, being 3.5 x 5.75 inches. 

Thinking about what I would do differently for different versions, I would have to agree with Amber on sticking to the same overall aesthetic and the new features she mentioned. For myself, however, I think I would spend a bit more time considering what the Vengeful Water Spirit cards would say, so there’s more aspect to knowing the concepts we learned in Game Design. 

Game Mechanics: 

Players will collectively roll a die as a group, and communicate their feelings and thoughts according to what type of card they get from the three types. Based on their roll, being a 2 or a 6 or what color lily pad they land on. The game only ends once players reach “happiness” 

Player Goals: 

To discuss emotional experiences with fellow classmates, while also practicing your understanding of concepts mentioned in Game Design classes with Professor Ames. 

Literally (in the game rules): get to happiness. 

Gameplay Sequence: 

When the game is set up, with the gameboard in the middle, and three piles of both happy and sad cards, one player will roll the die for the whole group (players can alternate amongst themselves who rolls the die each turn) with the role player will then move the duck the number of spaces as indicated on the die EXCEPT IF YOU ROLL a 2 or 6. If you roll a 2 or 6, pick up a Vengeful Water Spirit card and follow/discuss the card . DO NOT MOVE. However, If you land on a dark green space, pick up a happy card (the smiley face 🙂) and if you land on a light green space, pick up a sad card (the teardrop) after this is performed a few times – the game is over when you reach happiness.

Game Board & Components:

Our game board is both literally and figuratively a pond, where the one end of the board is depression and the other end is happiness. You want to move towards happiness so you use your duck to hop along the lily pads. The duck represents the whole group’s progression from depression to happiness. This definitely needs improvement in future versions since the current method of movement was confusing to players.

The different colored lily pads indicate the different cards that you need to pick up, with the light green being the sad cards and the dark green being the happy cards. 

The other components of the game are the happy, sad, and vengeful water spirit cards. The happy and sad cards ask thoughtful questions to try to arouse meaningful discussion amongst the players. The vengeful water spirit cards are specifically game design oriented questions, that are more so based on memory recall, versus a meaningful emotional discussion. 

Rulebook and Playtesting 

Rulebook Sample:

Playtesting Notes: 

The biggest lesson we learned from playtesting was that we need to work on a better way to balance the amount of times you get an Ames Vengeful Water Spirit card amongst all of the other cards. With the original rules and board set-up, it was nearly impossible for players to come across the vengeful water spirit just because they weren’t rolling the right numbers. There were also two few lily pad spaces on the board and it made the game go a lot faster than intended. So both the number of spaces on the board, the movement amongst the spaces, and how likely it is to come across the vengeful water spirit are all factors that we will need to improve upon in future versions. 

Game Maker’s Play Test Notes – Cry Me a Pond

  • What questions did your players have? Players started asking questions about the movement of the duck, especially when we started to modify the rules a bit to make the game go slower. They were also not entirely sure about the path of movement and what lily pad to go to next. 
  • How quickly did they learn to play? The players learned pretty quickly because a lot of it was simple discussion-based cards 
  • What kinds of interactions did the players have?  Players engaged in really good discussions with each other, as was intended. 
  • What confused players? What space to move to next, 
  • What made players excited? The idea of the Ames water spirit card 
  • What did your players enjoy doing? Players seemed to enjoy answering the questions and listening to other players’ stories and answers. 
  • Did any aspect of the game frustrate players? I think the movement more than anything, but also players didn’t like the game design-related questions as much (kind of reinforcing the concept of the game though). 

Game Reflections: 

Sara: I overall believe that this game has genuine value from its creation, and from its concept and playtesting. I really enjoy working with Amber, and being able to knock out a game really quickly that combines our sense of humor, and love for game design as a whole has been really enjoyable.

 With the concept creation we also had a lot of fun, and found humor and lightheartedness in making our very appreciated professor into a silly vengeful water spirit. I also think that the value that came from playtesting was that others understood and appreciated the concept of letting loose and feeling your emotions, while also understanding the importance of how game design works is like a combination of both malicious compliance with Professor Ames in making a game, but also a nod to his hard work in getting us to appreciate the concepts of game design. 

Amber: I’m honestly pretty proud of this game. While it first the crazy concept of it started out as a joke, it seemed to actually be a feasible empathy-based and educational game. I really wanted to make a game that captured my feelings of being so emotionally overwhelmed with everything going on and then at the end of the day having to still go home and work on design projects (like game design..). We definitely didn’t make this game out of hate for game design, but out of love, and the feeling of unfortunately feeling too burnt out to make a game that we are passionate about and proud of. 

For future iterations, I think we could definitely add more discussion cards. I think we could lean into the happy and sad a little bit harder, besides some of the more general questions that we asked. Like we mentioned earlier, the game board design also needs some work, particularly in the layout and the number of spaces. The rolling of the dice is also a kink to be worked out eventually. 

I also think it would be interesting to play around with the idea of the pond flooding or drying up, so that it affects the board’s spaces. We originally wanted to make Ames have laser eyes that would dry up the pond and you would have to “cry” (really just talk about your feelings) in order to make the pond fill back up again, thus allowing you to move. I think it would be worth it to revisit this concept in some fashion. 

Finally, I think there is an alternate timeline where we could have this game not just be relevant to game design students, but we could still have some kind of general “monster” that people want to avoid. Maybe the monster is asking math or history questions..