Game Review 2
Dumb Ways to Die
- What made the experience fun or not? It’s fun because it’s cute, chaotic, and kind of dark in a funny way. The song gets stuck in your head, and the mini-games come at you super fast so you’re never bored. It can get annoying though when it gets way too hard and you die over tiny mistakes.
- What is the motivating factor to get or keep players playing? You just want to beat your last score and not mess up again. The quick rounds make it easy to say “one more try.” Unlocking new characters also makes you want to keep going.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, definitely. It’s basically saying stop doing dumb stuff around trains and in real life. Instead of being serious or scary, it uses humor so you actually remember the message.
- What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that normal, careless choices can be just as dangerous as ridiculous ones. The fast mini-games and instant deaths make you feel how quickly things can go wrong.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you laugh but also feel stressed when everything speeds up. You end up feeling bad for the little bean characters because they’re cute and don’t deserve to die in such dumb ways.
- Is the game an activist game? If so what does the game play advocate for? Yes. It’s a safety game that’s trying to get people to be more aware and careful, especially around trains and dangerous situations.
- Describe the game in 3 sentences or in the form of a haiku. Tiny beans in danger,
Doing dumb stuff way too fast
Be smart, don’t be next.
Fake it to make it
- What made the experience fun or not? It’s fun in a messed up way because you feel powerful and clever while gaming the system. At the same time, it gets uncomfortable because you realize how easy it is to lie, manipulate people, and still “win.” The fun comes from making money fast, but the guilt sneaks in too.
- What is the motivating factor to get or keep players playing? You want to see how far you can push things without getting caught. Watching your money grow and your influence spread is super motivating.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it’s persuasive, but in a reverse way. It shows you how fake news and shady media tactics actually work so you don’t fall for them in real life. It’s trying to make you more skeptical of what you see online.
- What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that misinformation spreads like a business fast, profitable, and harmful. The standout mechanics are writing fake headlines, targeting audiences, watching metrics grow, and choosing profit over truth.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel smart at first, then kind of gross when you realize how much damage you’re doing. You feel empathy for the people you manipulate and for society as a whole, because everyone is getting played.
- Is the game an activist game? If so what does the game play advocate for? Yes. It’s an activist game about media literacy and misinformation, warning players about how easily truth can be twisted for money and power.
- Describe the game in 3 sentences or in the form of a haiku. Headlines full of lies,
Clicks grow while the truth fades out
Who gets hurt the most?
Cards Against Calamity
- What made the experience fun or not? It’s fun because it’s chaotic, dramatic, and different every time you play. Watching disasters spiral out of control based on everyone’s card choices is funny and stressful at the same time. It can feel overwhelming sometimes, but that’s part of the fun.
- What is the motivating factor to get or keep players playing? The randomness and replay value keep things fresh. You want to try new strategies, mess with other players, and see how crazy the world can get before it collapses. Every round feels like a new story.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah, in a subtle way. It makes you think about how human choices and systems can make disasters worse, and how we all play a role in either helping or hurting the planet. It pushes you to reflect on real-world crises.
- What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that the world is fragile and one bad decision can trigger a chain reaction. The standout mechanics are the cause-and-effect card system and the escalating disasters that spiral quickly.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel tense, guilty, and sometimes amused. You start to feel for the people in the game world who are affected by all the chaos.
- Is the game an activist game? If so what does the game play advocate for? Yes, it leans into climate and social crisis themes, showing how small actions can lead to massive consequences.
- Describe the game in 3 sentences or in the form of a haiku. One bad card is played,
The world cracks a little more—
Can we stop the fall?
Cast your Vote
- What made the experience fun or not? It is it actually feels like you’re taking part in an election — you choose issues you care about, watch debates, and research candidates. It feels real and meaningful instead of just “tap here, win points.” Some people might not think it’s that fun because it’s slower-paced and more about thinking than fast action.
- What is the motivating factor to get or keep players playing?You want to figure out who best matches your views and feel confident in your choice. Trying to really understand candidates and issues feels rewarding, especially when you see how your decisions play out. The way you take notes and compare candidates feels kind of like solving a puzzle.
- Is the game persuasive, and what is it trying to get you to do outside of the game? Yeah it’s pushing you to think for yourself and become an informed voter. It’s not trying to get you to do something outside the game except maybe actually pay attention to real elections and issues in real life.
- What is the game’s metaphor and which of the game’s mechanics standout? The big metaphor is that voting isn’t just clicking a button it’s about research, priorities, and understanding what matters to you. The standout mechanics are choosing issues, watching “Town Hall” responses, taking notes, and then actually casting a vote based on all that info.
- How does the gameplay make you feel? Who does the game make you feel empathy for? It makes you feel thoughtful and sometimes a little stressed because picking what matters most and weighing candidate answers isn’t always easy. You start to feel for regular voters who have to sort through tons of info in real life before making a choice.
- Is the game an activist game? If so what does the game play advocate for? Yes it’s basically a civics-education activist game that encourages people to understand issues, think critically, and become better voters in real life.
- Describe the game in 3 sentences or in the form of a haiku. Choose what matters most,
Watch, sort, and weigh every voice —
Vote with your own mind.
