Boards:
Player Board:
Cards:






Tokens:





Victory Points:


design courses, syllabi, schedules, resources and policies
Changes from GameTest 1 to 2
Playtest 2 notes: 9 people played
Changes I will make for the next prototype:
I need to LABEL CULTURE CARDS
Change trivia card format – Put answer on the back of the card.
Tweak the group game mechanics. People can drop out of remembering a country. If players pass, pass until the next player knows them. If you pass, you are out. Also, if players challenge a country stated in this mini game, the player who landed on the space can google it.
North Korea is not on the Group Cards for “n”
Greenland is technically not a country… but everybody thinks its a country. Perhaps add a loophole that if majority thinks a “territory” is considered a country, it can count. This is only relevant if players challenge a country within the Group Game
Add back an alternative ending – now, to win, it’s the first player to 7 culture cards or when a player gets back to start.
Maybe add trivia cards for how to say a country’s name in their native language
I will add a player cap of 8
Each player is given a Sharpie or any type of pen, but all of them must be identical. Each round, the host (me) hands each player a slip of paper and asks them to respond to a question or prompt pertaining to the other players. It can be in the form of an assumption, and opinion, a secret, etc. No direction is given whether the responses SHOULD be positive or negative. Some rounds will require players to write their own names on their slips along with their answers, other round they must be completely anonymous. After every player has answered, they will put their slip in the barrel, the barrel is closed and mixed, and each answer is read aloud by the host. The players are suggested to share thoughts and feelings of the responses. Once everyone is ready, the next round begins. The game ends whenever the players either hate each other or get bored.
To develop this game, Sara and I really just wanted to make a game that kind of mimicked how we felt about life at the moment (probably more so myself, though). Somedays you really just need to talk it out when you’re having a bad day, but there are also good days along the way (hence the happy cards). However, on top of all of these overwhelming emotions doing schoolwork can also become a lot, which is where the frustration of the game design questions comes. This game is definitely not made out of hate of game design, but more of the disappoint that we can’t put effort into the class because we are already so drained from other stuff.
A big part of the process for this game was the brainstorming we did on the whiteboard (what we wrote is a secret though). We originally thought of having Ames having laser eyes or flames that dry up your pond and then you have to “cry” (or really just talk about your emotions) in order to fill it back up and hop along the lily pad spaces. We elected for something that fit with the pond theme a little bit better, but having spaces disappear and reappear may be something we revisit for future prototypes.
For the design, I did the basic card templates and the pond design. Sara did the fabulous drawing of Ames as the Vengeful Water Spirit.
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).
I played this game with Amber while we were on break!
Most Frustrating Aspect?
I will say only this: The NPCs are way better and harder than they were before. But Amber ended up winning, so I was happy Rosalina LOST.
Favorite Moment or Aspect?
As a fan of the Mario Party Games, it was nice to “come back” to a game that was familiar in the basis of its mechanics, but exciting to see what is new as well. I enjoyed being able to know what I was doing, but also be pleasantly surprised by new features. I think my favorite new feature is the graphics and how Nintendo tries to keep it fresh, but also spice it up a bit. For instance, in the first few games, Bowser was pretty awful and difficult to deal with. Now he rarely shows up for the whole game, and his “Negative Prizes” are never that bad.
Anything I wanted to do that I couldn’t?
In the game, it seemed like it was easy for everyone else to get a lot of coins, and it didn’t feel like it was just luck. (I’m not good with money anyways..)
Magic want to set, control, or change anything?
Now I don’t know if this is controversial, but I believe the price of the game overall is the first step of playing it. (Obviously) but I played this game with Amber, who got it for christmas, and I really wanted the game, but I don’t have a spare $60 to drop on a game, especially now that I know someone with the game.
Improved in the next version?
I want more chaos, and I really want the game to feel super engaging in terms of fighting over things. Yes, we can fight the NPCs, but I want the game to be just as questionable of who really won as it was in the older games.
Games Message?
It’s like monopoly, but less capitalism…maybe..
Describe the game in three words:
Party, Stars, Minigames.
1. What was the most frustrating moment or aspect of what you just played?
The fact that there wasn’t a clear enough direction with the game
2. What was your favorite moment or aspect of what you just played?
The fun in this game primarily came from the social aspect of finding out what everyone said about each other
3. Was there anything you wanted to do that you couldn’t?
There wasn’t necessarily any game mechanics besides listen and write, which I can get down with but at the same time I am a sucker for something fun that still makes me think.
4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
I would try and give more prompts each round and make it so that players felt like there was more of a structure behind what was being asked, so that it didn’t feel like the moderator was just trying to make us jab at each other’s throats for no end purpose. Again, I’m okay with us jabbing at each others throats as long as there’s still a clear reasoning as to why.
5. What should be improved with the next version
Just more direction really, maybe add some more in depth mechanics. Aesthetic was cool af though.
6. What was the games message
I think the message was to see how “friendly” everyone truly is when we sabotage each other directly for no ulterior motives.
1. What was the most frustrating moment or aspect of what you just played?
I wish there was a list of prompts that were decided before hand.
2. What was your favorite moment or aspect of what you just played?
Giving each other complements and sharing kind words
3. Was there anything you wanted to do that you couldn’t?
I wanted to see a set of rules or at least an objective layed out
4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
It would be cool if each player took turns prompting other players to see how much they know about them. The game we played was more of assuming things about each other other than seeing how much you know about another person and discussing it/ sparking a conversation
5. What should be improved with the next version
rules, prompts, objective
6. What was the games message
not really sure? To see what people would write down if they knew it was anonymous
Questions to consider during play and answer after play.
1. What was the most frustrating moment or aspect of what you just played?
The only thing that was frustrating was when there was another dice added and it confused me. I didn’t really know what was happening then but then we went back to one.
2. What was your favorite moment or aspect of what you just played?
My favorite moment was when we all got to share some of our experiences with one another and relate to each other.
3. Was there anything you wanted to do that you couldn’t?
Maybe some sort of time element when sharing experiences?
4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
Maybe remove on the cards that all players should answer if the whole game is social and no individual card tasks.
5. What should be improved with the next version
Adding a time aspect? Arrows on the game board? I was confused what lily pad to go to next
6. What was the games message
Socializing/ sharing experiences/ relating to each other/ being supportive
7. Describe the game in 3 words.