- Plant growing
- Never ending cycle with propagation
- Video game or IRL
- Mark off the people who die in your yearbook until either you die or everyone else dies
- Endlessly decorating your room (always buying new things, seasons, etc.)
- This could be a video game too, keep buying and decorating your room
- Some kind of merging game
- Layering clothing game until it essentially fills up the whole screen
- Buying a hamster, dies in a weird way, get a new hamster video game
- Squirrel endless falling game, avoid branches
- Game where you add tiles, take away, and rearrange tiles
- Maybe where you make an artwork
- Tabletop game where you have a canvas where you just keep taking turns building an artwork
- Neverending grading simulator
- Just mixing paint colors
- Blowing out birthday candles every year, you just keep gaining more and more
- Fill a bowl of rice, constant clicking
- Making a sauce, with other sauces and ingredients and keep adding ingredients forever but still trying to get it to taste good
- Based on Good Mythical Morning
- Could be a video game
- Mixing potions in the bathtub with a million soaps and perfumes
- Couch just keeps accumulating toys
- Endlessly changing your hair
5 Games Ideas with no ending.
Game 1: Collect cans on the street and go from homeless to rich and try and see how rich you can get.
Game 2: Amazing Amazon. Fill boxes and complete orders to get cooler boxes and more complex orders.
Game 3: Unboxing game where you unbox packages and get new tools to unbox it.
Game 4: you are given a prompt with materials and you have to go out and find those recourses to build that certain thing
Game 5: Pop it. If you do it before the timer runs out then you get a cooler pop it
5 Games without end
Brayden, Carson, Tori, Alana
Nightclub Simulator
Whenever you tap, your character dances to the beat. Doing so long enough will reward you with a drink to continue dancing.
Paper Shredder Simulator
The player taps the screen in order to put paper into the paper shredder. Once the bin is filled you can sell the scrap paper to purchase a bigger bin or fancier paper to shred
Song Creator
User will tap an instrument of their choice to play to the audience. You gain money by getting tips and use that to buy other instruments that pay out more. You can invite your friends to combine the instruments together to make a band that results in a higher payout.
Happy Cat
You tap to feed the cat lasagna until the cat pops. You get money for each cat popped. New cats can eat more and earns more money per click
Counting Up
The player clicks their screen, which starts as a blank white with a black “0”. For each time they click, the number goes up in value by one. The game will save your number if you close it, and will continue to go up one number for each singular click you give it. There is no limit to how many times you can click.
9-5
You are an assembly line worker at a factory. You must work your shift in real time (from 9-5) doing a single monotonous task. The player can choose what point of the assembly process they want to work that day, but are stuck to the position they choose once selected.
Water Bucket Simulator
You tap the screen for a drop of water to fall into a bucket. Once you fill the bucket up you get a new one and do it again.
Week 3 Game Thoughts
Dumb ways to die is a fun little game with a lot of interesting challenges, but it gets old quick and it’s not necessarily a varied experience.
Cards against calamity has a cool name that indicates it will be a parody of an established popular game, but it is quite boring. That said, it gets the point across and even easy difficulty is challenging.
Cast your vote is the epitome of shovelware. This game has barely any actual gameplay elements whatsoever. This is digitized voter preparation, and it is even less glamorous than people perceive the real thing to be.
Problems That Can be Addressed With Games
- Climate Change
- Money Spending Habits
- Student Loan Debt
- Understanding Mental Health
- The Switch to Electric Cars
Game Ideas: Games that Matter
- Sinking feeling is a game about rising sea levels, where players have to collect cards to beat back the rising tides assaulting their homes
- Coral grief is a game about the dying coral reefs in many parts of the world. This game has players take control of a group of scientists tasked with protecting a reef, but during their journey around the board, they will have to contend with all the obstacles and dangers involved in these delicately balanced ecosystems.
- Mental Health Campaign: a literal campaign for a Pen and Paper RPG, meant to raise awareness of mental health and grief.
- Hotter potato: a game where players have to take turns providing solutions to ever more difficult climate related problems as the clock runs down.
- Just Write: A game that attempts to improve appreciation and quality of good writing from an objective standpoint.
Pollinator 3.0
Brought to you by River and Ronan. Collaboration of the Century.
Reflection of BrainyAct V2 – 4/17
As I said in my last post, I decided to test BrainyAct again today. I think it went very well and overall felt smoother. I had Mia and Luke play today to allow for another set of new people to experience it for the first time. On that note, I did contemplate if time allowed for it to test with Shane and Ben again to see how speed of play improves with familiarity, but unfortunately I didn’t get the chance to. However, Luke and Mia seemed to have fun and gave great feedback on my second test of BrainyAct.
I will upload separately their responses to my questionnaire, but here I will reflect and comment further on what I may change, what I did differently today, and why I think it went better today then last time.
In my opinion today’s test went better overall due to a couple of things: 1) my cleaner look to the cards as I mentioned earlier. I think this allowed for the system of the game to run as it should rather than people being stuck on the functionality of the playing cards. 2) prior knowledge. Today I overheard others testing their games, giving insight to their testers prior to playing the game. Even though I remember Ames advising us in Game Design 1 not to do this, I figured in my second test of the game it was valid to give my testers a little bit of background on the game so they aren’t totally lost playing. So, prior to starting I briefly explained the rule set and what the colors in my game denote. On top of this, I gave a comparison on what influenced my game design, referencing Trivial Pursuit and Taboo.
After taking pictures, looking over gameplay, and overall having a good time testing, I decided that a couple things may be helpful. I think that adding into the ruleset a tips category or a line somewhere in there that references time and the lack of it that you have is important. What I mean by this is that I found that even after reaching the target goal of 3 cards in a category, the testers were continuing to take part in questions in a certain category they had already completed.
I think the next step is to make these revisions and work on the ruleset video I was mentioning prior. I think it would be really cool to use a QR code engraved into the inside of the box that pulls up a video rule set rather than a lengthy written one. This would allow for users to feel engaged and actually understand the rules rather than feeling the need to read a whole bunch.
BrainyAct Update – Class 4/17
Today was productive as usual. I decided to test again, which I will discuss in an additional post, and made some improvements to the overall experience that comes with playing BrainyAct. I started by reviewing the last test and the first prototype of cards I used. My first version was very make-shift, using two pieces of paper and simply stapling them together to get something testable together. Today, since I wanted to revise, improve, and ultimately test a more clean looking game, I decided to type up the questions and answers directly onto the cards in Photoshop and print them to make them more legible and professional looking. Also, I printed onto the back the brain pattern so that they are slimmer and easier to shuffle rather than stapling, gluing, or attaching the two pieces of paper. I think this provided for better gameplay as well.
Pollinator 2.0
Objective
As a worker bee your objective is to collect as much pollen as you can for the queen bee to then turn into honey for your hive. Make the most honey as a bee, and you win the game!
Set Up
Place the board within easy reach of all players. Shuffle and place the objective cards in a pile next to the board.
Each player gets all of their honeycomb tiles according to the color of their bee, and keeps them next to the board. They won’t be used until you make honey.
Each player is then dealt 3 Objective cards, but keeps 2. Those will dictate how much pollen you need to collect to make honey.
Place bees on either black half hexagon on the hive. Players may start on whichever side of the board they choose.
To Begin
The player who is most allergic to bees goes first. Play then continues clockwise around the board.
On your turn you may do one of the following:
- Flying: If a player decides to fly in any direction they must first roll the weather dice. The weather affects your flight as a bee. Then roll the d12 to determine how many spaces you can move. You must move the entirety of your dice roll, and you can not return to the same flower your bee left from. You may move backward and forward (as well as use shortcuts) so long as the rolled number is reached.
You must reach a flower by exact dice roll count in order to collect the pollen.
- Make Honey: Once your bee has collected enough pollen to fulfill your Objective card you must travel back to the hive to convert your pollen to honey. After arrival at the hive by exact dice roll count (either black hexagon will do) a player must show their objective card fulfilled to the other players, and place their honeycomb in the hive.
Only one objective card may be converted to honey at a time. If a player has fulfilled 2 objective cards, then they must spend their next turn making honey without moving. Discard all pollen.
- Draw New Objective Cards: On your turn you may also draw 3 more objective cards, but you may only keep 2. The others should be put in the discard pile. A player may have 5 objectives at a time.
Keep in mind some objective cards may be better than others.
Bee Bumping
If another bee lands on the same flower as you, then you must combine all the pollen both players have collected and split it evenly (rounding down). Bees are very good neighbors and helpers!
Weather Dice
– Sunny Day: Perfect flying weather, move your normal dice roll
– Windy Day: Flying is a little rough, move your normal dice roll and then backward one space
– Rainy Day: Flying is making your wings damp and slow, move half your dice roll
Pollen Max Out
A single bee can only carry 35% of its body weight in pollen. Therefore, a player can only carry 2 objective cards worth of pollen before returning to the hive to exchange it for honey.
Ending the Game
The game ends when the hive is completely filled with honey! The player with the most honey made wins the game.
Pollinator V1 – Game Maker Notes
What questions did your players have?
Are all the flowers the same pollen? Can I make honey when I arrive at the hive? Can I collect pollen when I land on a flower or do I need to wait for my next turn? Did you know that flowers produce all different kinds of honey depending on their pollen? Do the honeycomb in the hive count as spaces?
How quickly did they learn?
Fairly quickly, Pollinator is not meant to be very complicated.
What kinds of interactions did the players have?
Generally lots of discussion revolving around left over pollen, bee dancing, movement, and pollen sharing from the bee bumping (needs fine tuned).
What confused the players?
Leftover pollen, how much pollen they could actually carry because of the mismatch of objectives with collected pollen. What was allowed to be part of turn actions. The usual.
What made the players excited?
The idea of needing to complete the movement of your dice roll instead of having it cut off because you get to a flower.
What did your players enjoy doing?
The players enjoyed breaking my game to the best of their abilities and did a fine job. Players enjoyed the general theme and objective of the game.
Did any aspects of the game frustrate players?
That all the pollen was different, and there was so much left over. There were some unanswered questions that needed addressed in the rule book. Ames didn’t like that he couldn’t double stack honey or get bonus points for having a bunch of leftover pollen when arriving back at the hive. Not having more than one entrance and exit to the hive was frustrating for players.
Pollinator
Objective
As a worker bee your objective is to collect as much pollen as you can for the queen bee to then turn into honey for your hive. Make the most honey as a bee, and you win the game!
Set Up
Place the board within easy reach of all players. Then keep each color of pollen balls in separate piles. Place the objective cards in a pile next to the board.
Each player gets all of their honeycomb tiles according to the color of their bee, and keeps them next to the board. They won’t be used until you make honey.
Each player is then dealt 3 Objective cards, but keeps 2. Those will dictate which flowers you visit as a bee.
Place all worker bees on the START circle right outside the hive.
To Begin
The player who is most allergic to bees goes first. Play then continues clockwise around the board.
On your turn you may do one of the following:
Begin Flying to a Flower: If a player decides to head for a flower they must first roll the weather dice. The weather affects your flight as a bee. Then roll the d10 to determine how many spaces you can move. *See weather effects*
Collect Pollen: If your bee is on a flower you may roll to collect pollen from the flower. The number on the dice determines how much pollen you gather from the flower.
Make Honey: Once your bee has collected enough pollen to fulfill your Objective card you must travel back to the hive (START) to convert your pollen to honey. Once on the START a player may show their objective card fulfilled to the other players, and place their honeycomb in the hive.
Draw New Objective Cards: On your turn you may also draw 3 more objective cards, but you may only keep 2. The others should be put in the discard pile. A player may only hold 3 objective cards at a time.
Each action is a turn. FOR EXAMPLE if you land on a flower when your bee moves, you must wait till your next turn to then collect pollen.
Bee Bumping
If another bee lands on the same flower as you, and you have collected pollen you must split the pollen equally between you. Bees are good neighbors, and often bump into each other to help share resources.
Pollen Max Out
A single bee can only carry 35% of its body weight in pollen. Therefore, a player can only carry 2 objective cards worth of pollen.
Weather Effects
- 1 – Sunny Day: Perfect flying weather, move your normal dice roll
- 2 – Windy Day: Flying is a little rough, move your normal dice roll and then backward one space
- 3 – Rainy Day: Flying is making your wings damp and slow, move half your dice roll
- 4 – Sunny Day: Perfect flying weather, move your normal dice roll
Ending the Game
The game ends when the hive is completely filled with honey! The player with the most honey made wins the game.
Don’t Diss My Ability Rules
Objective: Gain the most points by traveling around campus
Starting Out: Every player will roll a die. The dice roll corresponds to the disability experienced by that player. Place your character token somewhere in Nicholson (blue building). The player who took ibuprofen/pain meds most recently will go first. Play will continue clockwise.
- 1-2: ADHD
- 3-4: Cane
- 5-6: Wheelchair
Turn:
- Pull a location card
- This is where you are trying to go. This card will not change until you have reached your location, at which point you can collect the appropriate amount of point tokens
- Roll a die
- This is how many spaces you move. After you roll, consider your character effects, and move that number of spaces
- If you must roll a die for the elevator, do this when you get to the elevator/stair space
Moving:
- You can access any floor via an elevator with the same number. No matter how many floors you go, this counts as one move
- However, each flight of stairs counts as a separate move (ie. If you take the stairs from the 1st floor to the 4th floor, that would be 3 moves)
- You must roll a die each time you take an elevator.
- If you roll an even number, the elevator works, and you can take it to any floor
- If you roll an odd number, the elevator does not work, and your turn ends there
- ADHD
- If you roll a six, you must go back to where you started. Your location card does not change.
- If you land in Romo’s or the Wheatley Cafe, lose a turn
- Cane
- You can only take 1 flight of stairs in the whole game
- All moves after you take a flight of stairs are cut in half (due to pain)
- If you go to the gazebo, you are no longer in pain and can move normally again, until you take another flight of stairs
- Every time you leave a building and walk outside, you must roll a die for weather.
- Evens, it is sunny, you move as normal
- Odds, it is rainy, the number of moves you can take are cut in half
- If you are in pain from taking stairs and it is raining outside, you can only move one spot per turn until you get back inside or to the gazebo
- You can only take 1 flight of stairs in the whole game
- Wheelchair
- You can only take elevators to get to different floors
- Every time you leave a building and walk outside, you must roll a die for weather.
- Evens, it is sunny, you move as normal
- Odds, it is rainy, the number of moves you can take are cut in half
Gaining points: Once you have reached your destination, you can collect your point tokens.
- Within the same building: 1 point
- AMC – gazebo: 1 point
- Franklin/Hale (yellow) – Scaife (grey): 2 points
- Crossing a piece of board: 1 point for each board you cross
Winning: First person to 5 points wins
Road Paver Game Ruleset
Description: Road Paver is a game in which players plot out a system of roads to grow and evolve their cities all while juggling the happiness of their citizens and the well-being of the environment.
How to Play:
- Each player will have their own independent City that they want to build up. Each Player will start with a single Dirt Road Tile as a foundation for their City.
- The Player who got their Driver’s License first gets to go first, go clockwise from there.
- When it is a Player’s turn, they will pick a single Road Tile or Building Tile and attach it to their City. If there are no Road Tiles from the Current Era remaining or you have no space to attach a Building Tile to your roads, you must skip your turn.
- Players will repeat this process until all Tiles from the Current Era are gone. Once all Tiles from the Current Era have been used, Players can move to the next Era of Tiles.
- The game will end once all Tiles from all Eras have been placed.
- To determine a final score, add together all of your Happiness Values and Environmental Values. The Player with the highest combined total of Happiness and Environment Value is the winner.
Game Mechanics:
- Happiness Value (HV): Happiness Value is one of the two scores Players must keep track of. Building Tiles will have varying levels of HV attached to them, some positive and some negative. Players should aim to keep as high of a HV as possible.
- Environmental Value (EV): Environmental Value is the other score Players must keep track of. Building Tiles will have varying levels of EV attached to them, some positive and some negative. Players should aim to keep as high of an EV as possible.
- Road Tiles: Road Tiles are the building blocks of the game. Road Tiles can only be placed next to another Road Tile and the paths on the Tiles must match up. Road Tiles from separate Eras are allowed to connect.
- Building Tiles: Building Tiles are how players will gain their HV and EV. Building Tiles each have a set amount of HV and EV attached to them. Building Tiles must be touching a Road Tile from the same Era to be placed.
- Current Era: As Players place Tiles, their Cities will progress through different Eras. Cities will start in the Stone Era with simple Dirt Paths and Wooden Huts, but will eventually progress to the Modern Era with Highways and Skyscrapers. In order to progress to a new Era, players must place every available Tile from the Current Era, Players cannot advance to the next Era until all Tiles from the Current Era are used. Building Tiles from each Era can only be placed on Road Tiles from the same Era.
Generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)
- Game about doing everything right as a black astronaut and still not being allowed to go to space
- Game where you’re a beloved politician, but no matter how right or informed one of your decisions seems, you only see the worst outcomes
- Game that makes you dissect the mice used to test common medicines (this is not a statement against common medicine I just went out with a girl who does that as a research job and thought it was insane how frequently and mercilessly they kill mice)
- Game that simulates short term memory loss symptoms by dropping the player into high-context conversations – without the necessary context (maybe you can tattoo yourself like in Memento)
- Game that puts you in the position of an American Defense Planner after being notified of an unprecedented nuclear attack. There are no rules.
