BrainyAct Feedback/Questionnaire

I wanted to be unique with my feedback and create a questionnaire myself with my own questions that I was wondering specifically, on top of the questionnaire that Ames already provides to everyone during a play test. I asked everyone:

  1. What did you think of the colors/aesthetic? Would you change anything? Were the colors denoting the type of question properly?
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not?
  3. Was the 2-minute sand timer enough time? If not, what do you think it should be?
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why?
  5. Would you recommend this to a friend? Would you play the finished version/play again?

Shane’s Answers

  1. I like the idea of having categories/colors. I think stating the color of the card could make the game more interesting/add more strategy.
  2. A video ruleset would be nice. Seeing the game played out is always easier than reading.
  3. I think the time was good. It never felt too short and never felt too long either.
  4. I thought having actions was a fun way to spice things up. Having more active ones could be fun and make managing your time more interesting.
  5. I would recommend this. I had a fun time and it felt competitive the whole time. It was a good mix of fun and educational.

Ben’s Answers

  1. I think a various color boxes (red, yellow, green) for correct answer to fill and a reward of a meaningful object(s) (like Beatstar).
  2. I think both are fine since I saw the written rules are organized; video is a bonus for fun exploration.
  3. I think it’s a fair amount.
  4. I enjoy it since it’s a mission trivia for fulfill the level of striking signs.
  5. I would recommend for video game designer field and students since this mechanics are very towards the video game reward system.

Shane Ames’s Questionnaire

  1. What was the most frustrating moment or aspect of what you just played? Some questions I had zero idea on the topic, but I’m not sure anything could be done to help that.
  2. What was your favorite moment or aspect of what you just played? The competitive aspect of trying to get enough cards was a lot of fun.
  3. Was there anything that you wanted to do that you couldn’t? I would have liked to know the color of the card I was being asked.
  4. If you had a magic wand, and you could change, add , or remove anything from the experience, what would it be? Know the colors easier for more strategy
  5. How was the play experience changed since the first play test? n/a
  6. Is this a game you would play again? Why? Yes, mentioned on other sheet.

My response to user feedback

I think a lot of what Shane and Ben said is valid. I was already thinking about a lot of their concerns and questions such as the color of the cards and potentially playing around with the concept of changing the back of the color to whatever color the bolt is on the front of the card. Given that the user answering doesn’t get to see the question/answer side, it makes sense to change this so they have an idea of at least what kind of question they are going to be asked. Also, I’m glad that both of them thought the time given (2 minutes) was good because that was one of my main concerns given the variety of questions/actions on the card.

Clay added some insight as well. He was talking to me about explaining the answer to the person answering if they answer incorrectly. In the play test I left that open ended to see what the users would do when answering incorrectly. Would they be curious and ask what the answer was? Or would they simply fall into a cycle of confusion? Unfortunately it was the latter. This wasn’t the end of the world, but I edited the ruleset to explain that and even added in the house rules section an optional hint section.

Ames talked to me about my blue bolt section. Some of the questions weren’t necessarily “general knowledge”, so I changed this section to be classified as “Pop Culture” to give me some leeway in that regard.

Lastly, from just observing, I found that I wasn’t specific enough about who was flipping the tube and who was picking the card. In most card games, if it is your turn you are the one picking the card. However, in this game, since the answer is on the card, the person not actively answering (the person who’s turn it is NOT) is the one picking the card from the deck to read to the other. That means that the player that is actively answering is the one flipping the sand timer.

BrainyAct Updated Rule Set

(2+ player game)

Components: XXX (tbd) Question and Answer Cards, One 2-minute Sand Timer

Objective: BrainyAct is a card game designed for a fun, educational, interactive group experience. Be the first to reach 3 correct answers in each category. The first person to correctly complete three actions, three science questions, three pop culture questions, and three geography questions wins!

Setup/Gameplay: Make sure the deck of cards is shuffled sufficiently. Once shuffled, place the deck in the middle of the group playing. Youngest player goes first. Players will take turns picking a card from the top of the deck. It is IMPORTANT that the player that is answering flips the sand timer, and any player not active is looking at and reading the card to the active player, preventing the active player from seeing the answer. Complete as many cards as possible in the 2 minutes. Once your 2 minutes is up, it’s time for the next players’ turn. You can even play in teams of two, asking your partner the question, or against anywhere from two or more players.

Correct Answers: Correct answers are listed on bottom of the card upside down. If a player answers the question correctly, they get to keep the card and form 4 different colored stacks in front of them, creating a total of three cards in each stack to win!

Incorrect Answers: If you answer a question incorrect during your turn, the card gets shuffled back into the main deck. However, before doing so, as the reader, make sure to read off the answer to the player who answered incorrect to promote a learning environment for all!

House Rules: At the beginning of the game, players should decide whether they are allowed multiple guesses per question or if there is only one guess per question. Also, decide how accurate answers need to be. For example, if a question card asks, “Which country is the state Pennsylvania in?” and the answer is “The United States of America” and a player states “the U.S.” is that an acceptable answer? A skip option is something that should be declared at the beginning of the game as well. Lastly, players can decide if they want a hint or not after a certain amount of guesses. For example, if after three guesses the player is stumped, feel free to give a hint!

Colors:

Red Bolt: A red bolt denotes an action. Players will have to complete a physical task to earn the card! 

Yellow Bolt: A yellow bolt denotes science! Make sure to channel that inner Bill Nye!

Blue Bolt: A blue bolt denotes pop culture. Examples include questions about the internet, the Olympics, and M&M’s!

Green Bolt: Last but certainly not least, a green bolt denotes geography questions! Do you know your countries? We shall see!

Class 3/13

Class today was productive. I worked more on color theory and the overall aesthetic for BrainyAct. I found that the best look is to go with a black and white color scheme and have the colorful aspect of the game be associated with the types of challenges that come with the game. I originally experimented with primary colors (red, blue, yellow) with the addition of a bright green. However, after looking at the concept art and mockups, I decided to go against the brighter colors and instead chose a pastel color scheme for the same colors. This gave the look a more unique feel and made the game feel better art-wise.

Next week I plan on elaborating on the experimentation I did and begin to test the game mechanics. Until then I will be working on making at least 5 challenges per color category and do some user research/testing while doing so. I think this would be a good addition to the portfolio as well.

Brainy Act

The game I am working on currently is called Brainy Act. If you have ever seen minute to win it, played heads up, or pictionary, then you would love this game. The idea is that it comes as an app and a physical stack deck, with cards that ask a user to complete a certain activity in a certain amount of time. The activity may be a physical action, or an intellectual challenge. An example could be, name three countries starting with the letters Li in under a a minute. The box would come with a timer that has a color that matches the color of the card. If the card is red, use the red sand timer. if the card is green, use the green sand timer. Each timer is a different amount of time 30 seconds, 1 min, and 2 mins. If on the mobile app, the timer will come up automatically. Users have the option to shuffle the deck to create a random order of types of activities, or don’t shuffle and pick which types of activities you’d like to focus on by separating that color.

I also did research, as I mentioned in my other post, about colors and what colors create what emotion in a user. This was primarily to get a better understanding of what color aesthetic I want my game to be.

I found that Red sparks Excitement, Energy, Passion, Action, Desire

White relates to Innocence, Pure, Simple, Hopeful

Orange relates to being Optimistic, Uplifting, Rejuvenating, Friendliness, and Fun

Black related to being Powerful and Sleek – used to market luxury products

Yellow directly correlates to Happiness, Enthusiasm, Friendliness, Optimism, and Confidence

Grey relates to Balance, Calm, and Secure

Green relates to Hope, Growth, Refreshing, Balance, Reassurance

Blue relates to Trust, Honesty, Authority, Serenity, Intelligence

Purple relates to Creativity, Spirituality, Individuality, Quality, and Royalty.

The key words in bold are representative of the things I look to show through Brainy Act. I want an exciting game through multiple different unique actions. A game that is simple, fun, and easy to learn for all ages. A sleek, elegant looking game that is a high end product. And of course, last but not least, creating a happy environment for all users.

I really look forward to seeing where this game can go. I think it has a lot of serious marketing potential, and people of all ages could have fun no matter the day or circumstances.

If you have anyone has any feedback I’d love to hear what you have in mind or any suggestions. Or if you have any questions I’d be willing to answer.

Game Ideas w/ Others’ Issues

  1. Ronan – Animal Rescue: scrolling game, animals are moving along and you have to use your grabber to click and grab the correct animals. If one slips past your run is done and you collect a score based on amount and type of animals saved. Speed increases with time and better score.
  2. Ben – Proper Postures: Similar to Operation, you’re tasked with a different person with different postural issues each round. You must fix them in the appropriate order by pulling and stretching with your mouse or finger (web vs mobile versions) or else you fail. Levels get increasingly difficult.
  3. Max – Formula Shortage: Formula is running out, you must collect as much as possible as fast as possible. But be sure to avoid the zombie babies that are trying to steal it from you. This format would be similar to Pacman, except instead of paceman, you’re a mother, and instead of ghosts, there are zombie babies that when you hit a token turn into regular babies for you to cross paths with.
  4. Ronan – Retirement Homes: the idea of this game is to make sure your old people don’t wander off. You must put them in their color coordinated houses based on the robes they are wearing. With time, speed does not pick up, but the quantity does, as well as the amount of colors. Start with blue red yellow, move on to all the colors of the rainbow.
  5. Max – Love: similar to cow clicker, come back each day to a website and click the heart on the character on screen. With time, the heart gets bigger and a story evolves. Eventually there is a spouse that joins, which you then have to click their heart as well. And then eventually a kid, and more kids, and they get married and have kids. You can go infinitely.

Got Cats

Objective

Work to successfully manage a cat colony, by saving as many cats as possible. Do this by traveling through the feral cat colony and using action cards to help cats you encounter. The player with the most cats rescued at the end, is the winner.

Pieces

  • Games Board
  • Tiles
  • Action Cards
  • Cats
  • Meeples

Set Up

Shuffle and place all tiles grass side up in the corresponding squares on the game board. Choose a colored meeple to play as. Place the pile Action Cards next to the game board.

Getting Started

Each player begins by picking up 5 actions cards to keep in their hand. The player who owns the most cats goes first. In the event of a tie, play rock paper scissors. The first player will then be the first to pick a tile on the game board to land on. Flip over the tile chosen and take action based upon the tile instructions.

Players continue to take turns picking tiles and solving problems, until all the tiles have been flipped, and the cat colony is successfully managed.

On Your Turn

On your turn pick one of the 64 tile spaces that does not already contain a meeple/has not been flipped and flip that tile over. Read the instruction, then place your meeple on top. Your meeple is now stuck on that tile until action has been taken to resolve the tile.

A player must use Action Card to help resolve the problems on the tiles. A player may use a total of 2 action cards per turn. If you don’t have the required action cards for the tile, you may discard up to 2 Action Cards and draw new ones, those new action cards can’t be used until your next turn.

Once the tile has been resolved, you may move to a new tile. A player can keep resolving tiles until they either don’t have the required Action, or run out of their 5 Action Cards.

At the end of your turn, draw as many Action cards needed to have 5 in your hand.

Cat Tiles

If a tile flipped that contains cat’s you helped rescue, collect a cat piece.

*Roughest of Drafts to Just Post for Now*

In teams of 3 generate 5 game ideas for games that do not have an explicit end state, exploring viral spread and changeable rules)

  • Soccer 2 with infinite substitutions and halves
  • Capitalism simulator: Make money until you die
  • Deep space explorer (black screen with occasional dots of varying color)
  • Sisyphus game with purchasable accessories and alternate stones
  • Game builder game (Unity engine but styled in a way that makes it look like you’re achieving something)

Week 4 Game Ideas

Ben – Occupational proper postures: For this game, you would have to correct people’s postures by manually adjusting their bodies before OSHA comes over to inspect. You would start with a lot of time, but as the game progresses, you’d have less and less time to correct someone’s posture before OSHA came over.

Mia – Food deserts: There is a board with fixed food store locations. Each player represents a town. On each turn, you will have to move one space further away from the food store. Then you will have the option of going for food, bribing the government to move your town back closer to the food stores, or fighting the other towns for resources. There will also be either cards to pull or dice to roll that will randomly impact the game as it progresses.

Max – baby formula shortage: You are a struggling young mother several states away from all of your family. You will have to check your stores for baby formula (they don’t have much) but also call upon your family members to check their stores for formula. If your family finds formula, you have to figure out a way to get it from them (rolling dice to move maybe?) before your baby goes hungry.

Clay – Urban Sprawl: There are 2 objectives in this game: spread your city as far as you can and keep people in the city happy. Each turn you must expand your city, but you have to be strategic as to which expansion tiles you lay down. Too many apartment buildings/not enough green space etc. will make people upset. If people get upset, they will leave and your city will shrink again. Maybe also add in things like geographical boundaries (ie rivers, mountains) that force you to expand in one direction. Each player is trying to make the biggest city by the end of x amount of rounds.

Ronan – Retirement homes: You are a nurse at a retirement home who hates old people. You must try to cause as much medical negligence to the occupants of the nursing home without the other nurses catching on. However, if you find evidence of someone else’s medical negligence, you must report it and help to fix the issue. If your negligence is reported three times, you are fired. You must try to cause the most negligence without being discovered or fired before the nursing home shuts down (due to bad press coverage).

Impactful Tough Struggles Match to a Meaningful Illusional Reality (Game Ideas through two categories)

CUP (Cultural Unity Participants) Bonds — Diversity composes an international vibrant symphony

THE IMPACTFUL ELEMENTS OF THE ENTERTAINMENT:

There are unique characteristics of each culture from various racial populations, and they deserve to be sympathy each other; they have different voices about the custom, but they can be connected to sculpt a perspective of cross-cultural phenomena that enhance the equality of the achievable opportunities to paint the exuberant society.

Categories: Love, Racial Prejudice

Brief Info:

CUP Bonds is a cultural awareness game in which players each be a representative for their cultural heritage and specialty by sorting out the cards into their predicted game board destination and choosing one of the players to become a co-establisher of collaborative cultural channel for demonstrating a good multi-cultural buddy.

LORE (Land Organicity Representing Environment) Preserver — Metro Infrastructures or Suburbanization for Convenience or Habitability

THE IMPACTFUL ELEMENTS OF THE ENTERTAINMENT:

Rich Mega regions do produce conflicts to the farmland; the rural community does not necessarily mean a label of poverty because they believe in the power of reserving space for balancing the biodiversity which matters for preventing pollution.

Categories: Climate Change, Urban Crawl

Brief Info:

LORE Preserver is an opposite role-player game that contains protagonists (Environment Farming Advocator) and antagonists (either individually or collaboratively to occupy the land area to convince people to believe whose plan is sustainable for the resident’s satisfaction.

AS (Accessibility Sensor) ID (Identifications) — Pressing the correct button to assist impaired buddies

THE IMPACTFUL ELEMENTS OF THE ENTERTAINMENT:

Aiding walking-difficulty populations (once each player is discovered through the monitor) to the desired floor and at a fast pace with time limitation since they need to arrange and produce channel sequences.

Categories: When people press the close door button on elevators, Physical Disability Access (help stairs to the TV studio)

Brief Info:

AS ID is either a collaborative or competitive game for each player to discover employees who need access path and gets them on time to arrive desired position title as much as possible by using Len amplifier to the randomly assigned decks that show the key employee’s details of job fields.

BOSE (Beats on Safe Escaper) Navigation — Correcting lifesaving CC (Closed Captions) through musical rhythm sync

THE IMPACTFUL ELEMENTS OF THE ENTERTAINMENT:

There are musical animals that are performance memory learners because they only perceive the contents of musical lyrics, and it must be matched with a vocal tone so they can successfully follow the instructions to be gradually distant from hazardous disasters; they are smart and patient cats will aid us to reverse climate change.

Categories: Captions (wrong/incorrect captions or captions that don’t line up. What’s the point?), Animal Rescue – save more cats

Brief Info:

BOSE Navigation is an obstacle rhythm game in which the player is the interpreter of the lyrical contents that ties the vocal melody by touching correct objects that match the lyrics player (not the cats) in barrier restrictions see so that will be presentable to the cats to speed up them to avoid any dangers.

RISE (Remembering Ill Substances Early) Rhythm — Bright melodic light shines the harmony of combating drug accessibility (inspiration from Pittsburgh Recovery Walk)

THE IMPACTFUL ELEMENTS OF THE ENTERTAINMENT:

Musical therapy is a stimulus for detoxifying patient’s misuse substance brain; discarding unnecessary substances could seem devastating as their preferred shortcut to relive their miserable pre-existing health deficiency or the perspective aspects of aiding enthusiastic sedation that erases their sense of hazardous cruelties; however, there are some interactivities of entertaining support that could be more effective to eliminate recurred drug tolerance and dependency.

Categories: Addiction, The opioid crisis

Brief Info:

RISE Rhythm is a narrative-based musical game in which the player pretends a rhythm therapeutical coach that blows the sick substances which the patient could easily grab with three difficulty levels the player will face (easy to hard order) — approachability, observability, predictability when the song streams with three modes of addictions degree (from effortless to extreme) – Withdrawn Sufferer, Occasional Substances Craver, Substance Reliever; it fills heavy storytelling elements that guide the therapist (the player) to gain a clue about the progress of restoring their well-being and collect the rewarding achievements for impactful event passes.

Week 4- Game Ideas

Clay- When people press the close door button on elevators. I feel a cool game for this is to play like elevator police and stand in the elevator and get points every time someone presses the close door button.

River- Captions (wrong/incorrect captions or captions that don’t line up. What’s the point?) For this issue, I was thinking you can listen to audio and write captions for it. This can include picking a font and how they are displayed. 

Max-Baby Formula Shortage. For this game, you play as a mother going to a grocery store looking for baby formula. At first, it’s easy but it slowly gets worse and you might not be able to find it and go to a different store. I also feel it would be cool to include a grocery budget so the player can be aware of how expensive it is.  

Ronan- Animal Rescue – save more cats (unless your Ames). In this game, you play as an animal rescuer and have to save cats. You explore different areas that are on your map and have to save as many cats as you can. 

Ronan-Inflation – no one actually knows how this works. For this game, I was thinking more educational. Teaching people how inflation works and putting them in real-world situations to find out how it works.

5 Issues

  1. Inflation – no one actually knows how this works
  2. Animal Rescue – save more cats (unless your Ames)
  3. Prostitution – give sex workers a union
  4. Retirement Homes
  5. Addiction

5 Issues To Be Addressed

Physical disability access (hello stairs to the TV studio)

Rent gouging

Food deserts

Captions (wrong/incorrect captions or captions that don’t line up. What’s the point?)

Feral cat colonies (cats not being spayed/neutered)

Possible Human Concerns that can be interpreted through logical elements of entertainment

Musical Fidelity Assurance (During the Recorded Productions)

It will be annoying if there are audible distortions during the compressing of musical files (which the majority of streaming produce), so there must be better awareness and approach to this concern most melodic songs have: reduced volume, filter signal, (audio) frequency crossover, and increasing maximum gain.

Diversifiability of Buddy Pair [Ex: Best Buddies (Globalized Social Cause Nonprofit)]

Current society provides not have adequate opportunities for the society to identify the struggle of special ability with extraordinary skills several populations owned; we should provide pavement of the bridge that opens for them to demonstrate their worldview.

Solar Hydrogen Limited Distribution (Innovative Environmental Preservation)

The fuel combination of organic power is everywhere because light and clean air never went to extinct so far; however, current technological aspects of utilizing them in secure efficiency are still under investigation. Maybe a game designer who has interested in a science experiment can brainstorm environmentally chemical solution strategies to recycle the daily garbage to generate them.

Occupational Proper Postures [Subject Topic: Human Factors (Comfortable Health Zone)]

Quite a few workplaces never satisfy employees’ ability to perform tasks effectively without harming their muscle-skeleton systems whether it is in an industrial mill or a common small business operation like fast food restaurant food runner. The workplace should be adjustable for their preferred effortless postures according to height and history or current pre-existing physical conditions.

Climatic Disasters [Each Pollution Effects on the globally seasonal patterns — Similar Game Example: Deemo II (publisher: Rayark)]

Almost everyone feels several days the weather is not just their expected each season because they feel distressed because of the terrible temperature effects on them. They may not know that some forms of energy sources can speed up the global warming consequences due to the limited control our planet Earth has; besides, there are still solutions available for each member to follow.