What was the most frustrating aspect? Not understanding how my game multipliers affected my score.
What was your favorite moment? Playtesting ( I really like Hues n Cues)
Was there anything you wanted to do? Maybe points for perceived time invested in game prototypes. I’ve played prototypes that have a huge amount of thought, time, and resources invested. This might already exist.
If I had a magic wand to change, add or remove? Maybe differentiation from Game Design 1. It feels very similar in layout in lectures, projects, and outcome and not sure how much additional information I gained from an educational perspective.
If this game scoring is kept for future classes, it would be cool to have the score on a website. It could show what multipliers you have and how it effects your score.
What should be improved? I feel like the complexity of certain games versus others isn’t taken into consideration with the final prototype scoring system. I could be wrong, but it seems like a simple card game and a very complex coded game would get the same score. The way it’s currently set up, I feel like it’s encouraging producing quick, easy games. Specifically for a games for change class, it becomes harder to produce impactful, polished, or researched games.
Game Message? Iteration is king. You must test your ideas, get feedback, and provide feedback.
Game in 3 words? experimental, creative, prototypes
I agree with what you said about how the complexity of the game isn’t taken into account with the points. Admittedly, if someone is consistent and posts a lot of feedback and ideas they can get a really good grade without having to make meaningful, quality games (I say this because I think I am partially guilty). Overall though, I do love the way the class is set-up though and it’s super fun in comparison to all of our other classes!