Munchkin Gloom – Play test
Was it fun?
Yes, munchkin gloom was a fun game to play.
What were the player interactions?
Player interactions occurred with event cards and turns in which players place positive “self esteem” cards as well as cards that modify the actions of the turns
How long did it take to learn?
It took about one turn to learn all the rules, establish a flow, and get a little bit of fluidity to the game play.
What was the most frustrating moment or aspect of what you just played?
The most frustrating part of gloom was probably the stacking mechanic at first. It is a cool functionality once you’re into the gameplay but to start it can be a little confusing and cumbersome.
What was your favorite moment or aspect of what you just played?
My favorite aspect was the competition as well as the ability to interrupt gameplay with the event cards.
Was there anything you wanted to do that you couldn’t?
I wanted to be able to play untimely death cards on the second turn, a rule that made sense for the gameplay but was irritating at times nonetheless.
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 add a card stand for the crew cards to make it a bit more organized as well as to add to the games build and design quality.
Is this a game you would play again? Yes _____ No ______ Why
Yes, I would play gloom again, I enjoyed the negative scores as well as the refreshing change from the average point system. Once I was used to it, the stacking mechanic was cool as well.
Analyze the game using the 3 act structure.
The “Kobold Guide to the Three-Act Structure” offers a compelling framework for understanding narrative flow, which can be intriguingly applied to the game Flux. This structure divides a story into three parts: setup, confrontation, and resolution. In the context of Flux, the setup involves establishing the game’s ever-changing rules and objectives, introducing players to its dynamic nature. The confrontation occurs as players navigate these shifting conditions, strategizing how to best adapt and outmaneuver their opponents. Finally, the resolution comes when a player successfully aligns their hand with the current winning condition, bringing the game’s unpredictable journey to a close. This structure enhances the chaotic yet strategic essence of Flux, emphasizing the importance of adaptability and foresight in achieving victory.
Sushi Go – Play test
Was it fun?
Yes, Sushi Go was a fun game to play.
What were the player interactions?
Play interaction were kept to a minimum with the added mechanic of swapping decks to the left after each turn during a round.
How long did it take to learn?
It took about two rounds for me to learn the game mechanics as well as to establish a play flow.
What was the most frustrating moment or aspect of what you just played?
The most frustrating aspect of the game sushi go was the chopstick cards, that I didn’t understand, I felt like they were trying to add a cool mechanic that could have been done a little better or cleaner.
What was your favorite moment or aspect of what you just played?
I liked that I won Sushi Go, it was the first game that I won so far in class. I enjoyed the ability to stack wasabi cards with sashimis to get more points.
Was there anything you wanted to do that you couldn’t?
This game did in fact make me hungry so be prepared to want to snack during this game where you play in three rounds as a three course meal.
If you had a magic wand to wave, and you could change, add, or remove anything from the
More rounds.
Is this a game you would play again? Yes _____ No ______ Why
Yes, this game had excellent playability and
Analyze the game using the 3 act structure.
The first act is the setup, making the parties, explains the rules and establishing what I call the “flow” of the gameplay. The first couple of turns are usually used to establish this feel and the first act. The second act of sushi go, is the meat of the gameplay, where players start to get competitive. Some strategy is involved as players try to build the best meal worth the most points. The game being played in three rounds as a three course meal even lends itself well to three act structure with the game having a clear beginning middle and ending.
Mario Wonder – Play test
Was it fun?
Yes, Mario wonder is a fun game to play.
What were the player interactions?
Players interacted with the game through classic platforming mechanics, utilizing character movements like jumping, stomping, and power-ups to navigate vibrant levels.
How long did it take to learn?
It took about 15-20 minutes to become familiar with the controls and game mechanics, thanks to intuitive design and gradual difficulty increase.
What was the most frustrating moment or aspect of what you just played?
The most frustrating moment was occasionally misjudging jumps due to unexpected enemy placements, leading to unnecessary restarts. (Womp womp)
What was your favorite moment or aspect of what you just played?
The favorite aspect was discovering hidden areas and secrets that rewarded exploration and creativity, making the levels feel dynamic and alive. Discovering secrets in levels also increases replayability.
Was there anything you wanted to do that you couldn’t?
I wanted more diverse power-ups that could alter gameplay mechanics significantly but found the existing options somewhat limited. While the bubble, drill, and elephant are all cool powerups, I wish they would have added something dynamic like toadette.
If you had a magic wand to wave, and you could change, add, or remove anything from the
With a magic wand, I would add a cooperative multiplayer mode to enhance the social experience and introduce new strategies for challenges.
Is this a game you would play again? Yes _____ No ______ Why
Yes, I would play again because of the engaging level design and the joy of discovering new secrets each time.
Analyze the game using the 3 act structure.
Mario platform games carry unique structure which is part of the reason that I wanted to analyze the game in the first place. The setup is crucial with bowsers minions and goons, you’re slowly introduced to them simultaneously with power-ups to help the user get a feel for the game structure. The middle or climax is when the player finds the wonder flower and gets to the secret or whacky part of the level. The conclusion is obviously the flag or castle at the end that the player is trying to ultimately reach. With checkpoints at the midway and secrets hidden along the path the pacing of the levels is usually ideal.
1
The game introduces the player to the whimsical world of Mario Wonder, setting the stage with a simple objective: traverse the levels and defeat Bowser’s minions. The initial levels serve as tutorials, gradually introducing gameplay mechanics and power-ups.
2
Challenges escalate as the player encounters diverse environments and increasingly complex levels. Obstacles and enemies become more difficult, demanding skillful navigation and strategic use of abilities. The tension builds as the player progresses closer to the final confrontation.
3
The climax occurs in the final levels, where the player faces a series of challenging bosses and intricate platforming sequences. Successfully overcoming these hurdles leads to a satisfying conclusion, with the player rescuing the kingdom and restoring peace, offering a sense of accomplishment and closure.