Aleah Dudek
Getting over it
Was it fun? I think it could be fun, but I can see how it will get really frustrating. Getting to a certain point and then falling back to right where you started would be really hard.
What were the player interactions? The player interactions was the person trying to get the character in a pot up the mountain with a singular hammer. If you messed up or fell, you wouldn’t lose, but you would just go back to a lower point from where you were at.
How long did it take to learn? A good bit, Mason said the mechanics were pretty confusing to learn based on the iPad he was playing on.
What was the most frustrating moment or aspect of what you just played? Probably falling off the cliff after getting to a certain point, or getting the hammer where you want it to go.
What was your favorite moment or aspect of what you just played? I liked the challenge of it. It almost motivates you to do better in the game in a sense.
Was there anything you wanted to do that you couldn’t? Maybe if there were upgrades, like if you got to a certain point you would get an easier hammer to climb with.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Same thing as a said the question before, maybe adding upgrades. I wouldn’t take anything away from it.
Is this a game you would play again? Yes _____ No ______ Why No I wouldn’t play it because I do get very frustrated easily with these types of games. I would probably last only 5 minutes.
Analyze the game using the 3 act structure.
Set up: I think the set up was alright, the graphics were pretty good and colorful , and I liked the 2D effect.
Confrontation: Is when you would reach a certain point up the hill.
Resolution: You make it up the hill and finish climbing up the hill.
What are the collaborative and or competitive aspects of the game? I would say you are collaborating with yourself in trying to get the guy up the hill. The competitive aspects I would say is when you fall and trying to get right back up the hill.
What is the game’s metaphor and which of the game’s mechanics standout? It isn’t about winning its about how life is so unpredictable with some of the challenges we face. You can’t skip the tough parts in your life because that’s what makes life better, getting frustrated, sad, and mad, helps you evolve as a person and master what you are trying to accomplish. The mechanic that stands out is the hammer movement because that will determine the way you swing to where you are going to go next.
Describe the game in 3 sentences or in the form of a haiku.
Effort does not guarantee success.
Failure feels personal and cruel.
Persistence becomes the real victory.
Calvin Ball
Was it fun? Yes I liked how spontaneous it was. Would definitely be more fun with more people.
What were the player interactions? Yes all the players were throwing , tossing, chucking, depending on the rules.
How long did it take to learn? Instantly there is no rules except the rules you make up.
What was the most frustrating moment or aspect of what you just played? I wasn’t frustrated overall thought it was fun that it was quick and spontaneous it could have went on forever.
What was your favorite moment or aspect of what you just played? I like that everyone had significantly different rules and it made it super challenging, but a fun challenge not knowing what was going to come next.
Was there anything you wanted to do that you couldn’t? Nope because if you didn’t like the rule you can make a rule to get rid of it.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Nope same thing you can change or add anything you want. You can add throwing a chair if you really wanted to.
Is this a game you would play again? Yes _____ No ______ Why Yes I think it would be so fun with a group a people outside in a bigger space.
Analyze the game using the 3 act structure.
Set up: The classroom with my classmates, one ball, no rules, rules added eventually.
Confrontation: When multiple rules are in play as the game is actively going on.
Resolution: Someone eventually makes a rule determining who will win.
What are the collaborative and or competitive aspects of the game? Applying all the rules together with one another while actively adding and subtracting rules from the game would be the collaborative part. The competitive part would be if some rules are easier for others than some or once someone calls the winning rule.
What is the game’s metaphor and which of the game’s mechanics standout?
I would say you never know what life is going to throw at you because you are throwing a ball around while not knowing what rule the next person is going to say. The mechanic that stands out is the flexibility of them game.
Describe the game in 3 sentences or in the form of a haiku.
Rules appear and fade.
We throw chaos into order.
Life makes up the score.
TownScraper
Was it fun? No I thought it was pretty boring. I can see how it would be relaxing for some, but me personally would get really bored easily.
What were the player interactions? You would click colors, structures, to add or subtract from your structure.
How long did it take to learn? Instantly it sort of doesn’t have rules.
What was the most frustrating moment or aspect of what you just played? I would only get frustrated with how bored I wold get. I get the point of it but I would need more sort of like Minecraft for it to be more interesting for me.
What was your favorite moment or aspect of what you just played? I mean the aesthetic was pretty and the noises were satisfying to listen to .
Was there anything you wanted to do that you couldn’t? I wish there were more mechanics to it to like add people or animals. I saw birds but you don’t really get to choose to add those.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Make different structures available, animals, people, terrains maybe.
Is this a game you would play again? Yes _____ No ______ Why No I would get bored within 2 minutes I like more action when I play games.
Analyze the game using the 3 act structure.
Set Up: Overall aesthetic was cute and pleasing to look at and listen to.
Confrontation : Making a structure reach a certain point like having a huge building or bridge.
Resolution: there is none it’s an endless game. But I can say if you make a building and you reach the point of the building where you are happy then maybe that.
What are the collaborative and or competitive aspects of the game? The collaborative aspects was building upon different structures with one another. and the competitive aspects I would say is subtracting buildings or bridges when you mess up.
What is the game’s metaphor and which of the game’s mechanics standout? Letting go of perfection and creativity without goals. The mechanic that stands out is the color scheme you can do to me because that has more of a choice than the buildings have to me.
Describe the game in 3 sentences or in the form of a haiku.
I click and it grows.
The city surprises me.
Creation feels light.
