Mia Game test notes BrainyAct – 4/17

  1. What did you think of the colors/aesthetic? would you change anything? were the colors fitting of the question type? yes, the colors were fitting for each category
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not? yes, it would be fun and more interesting than any other game
  3. Was the 2 minute sand timer enough time? If not, what do you think it should be instead? Yes, it was a good time.
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why? Yes, I loved the tic-tac-toe because it was a strategy game and was cool playing against the clock
  5. Would you recommend this to a friend? Would you play the finished version/play again? Yes

Luke Game test notes – BrainyAct V2

  1. What did you think of the colors/aesthetic? would you change anything? were the colors fitting of the question type? I really like the backs of the cards – maybe stylize the fronts a little.
  2. Would you be open to experiencing a video as a ruleset instead of a written, lengthy ruleset? Why or why not? Absolutely, I think it’s good to still have written rules but a video would help.
  3. Was the 2 minute sand timer enough time? If not, what do you think it should be instead? It was the perfect time.
  4. Did you enjoy the red bolt category (actions)? Do you have any recommendations for actions to add or ones to adjust? Why? I really liked them, but make sure people know they’ll need paper and a pen.
  5. Would you recommend this to a friend? Would you play the finished version/play again? Absolutely

Reflection of BrainyAct V2 – 4/17

As I said in my last post, I decided to test BrainyAct again today. I think it went very well and overall felt smoother. I had Mia and Luke play today to allow for another set of new people to experience it for the first time. On that note, I did contemplate if time allowed for it to test with Shane and Ben again to see how speed of play improves with familiarity, but unfortunately I didn’t get the chance to. However, Luke and Mia seemed to have fun and gave great feedback on my second test of BrainyAct.

I will upload separately their responses to my questionnaire, but here I will reflect and comment further on what I may change, what I did differently today, and why I think it went better today then last time.

In my opinion today’s test went better overall due to a couple of things: 1) my cleaner look to the cards as I mentioned earlier. I think this allowed for the system of the game to run as it should rather than people being stuck on the functionality of the playing cards. 2) prior knowledge. Today I overheard others testing their games, giving insight to their testers prior to playing the game. Even though I remember Ames advising us in Game Design 1 not to do this, I figured in my second test of the game it was valid to give my testers a little bit of background on the game so they aren’t totally lost playing. So, prior to starting I briefly explained the rule set and what the colors in my game denote. On top of this, I gave a comparison on what influenced my game design, referencing Trivial Pursuit and Taboo.

After taking pictures, looking over gameplay, and overall having a good time testing, I decided that a couple things may be helpful. I think that adding into the ruleset a tips category or a line somewhere in there that references time and the lack of it that you have is important. What I mean by this is that I found that even after reaching the target goal of 3 cards in a category, the testers were continuing to take part in questions in a certain category they had already completed.

I think the next step is to make these revisions and work on the ruleset video I was mentioning prior. I think it would be really cool to use a QR code engraved into the inside of the box that pulls up a video rule set rather than a lengthy written one. This would allow for users to feel engaged and actually understand the rules rather than feeling the need to read a whole bunch.

BrainyAct Update – Class 4/17

Today was productive as usual. I decided to test again, which I will discuss in an additional post, and made some improvements to the overall experience that comes with playing BrainyAct. I started by reviewing the last test and the first prototype of cards I used. My first version was very make-shift, using two pieces of paper and simply stapling them together to get something testable together. Today, since I wanted to revise, improve, and ultimately test a more clean looking game, I decided to type up the questions and answers directly onto the cards in Photoshop and print them to make them more legible and professional looking. Also, I printed onto the back the brain pattern so that they are slimmer and easier to shuffle rather than stapling, gluing, or attaching the two pieces of paper. I think this provided for better gameplay as well.

Gallery test reflection

On April 11, I had the first at-scale test of my game idea. I use the term “game” lightly. This was more of a non-objective experience. My goal with this experience was to engage gallery goers and challenge them to consider the effects of parking minimums by making them be the ones to create the issue themselves. Timelapse: (I will likely reframe this video to focus attention straight down on the board but I had some trouble with the Premiere plugin) https://www.youtube.com/watch?v=GWzSKgk6lwQ
The inspirations for this experience were many. I liked the idea of having many players sharing the space of the game board with their moves affecting future play. This reminded me of an experiment that Reddit has done twice on April fools day, once in 2017, and again five years later in 2022. This is r/place, a huge canvas where every user of the website was allowed to place a single pixel every set amount of time (I think it was 10 minutes). Very quickly communities organized to create larger artworks that would not be possible with only an individual’s ability. There was also a sense of limited space and several works came at the expense of other existing ones, similar to graffiti on a wall. I liked this idea of overwriting existing spaces.
I wanted the rules to be easily digestible because it is difficult for people to understand a new game, especially if they were only going to be “playing” for a few minutes and knew that they likely would never have to play again. Any kind of in depth system would work to deter players. In the end, the rules page was one page of a few clearly bulleted points and I summarized these verbally for many players (although a couple of people still struggled to understand the rules).
I looked at Blokus for its system of deploying tile pieces through touching the corners of the same color pieces. This achieves an even distribution of colors because it doesn’t allow for two pieces of the same color to touch sides. However, later in the game as the board fills up, players are forced to use smaller and smaller pieces which didn’t fit as well with my model of having many different players. I also looked at Tetris, which in my opinion is one of the finest games ever created. The “tet” of the game’s name implies that every piece consists of 4 tiles which I liked a lot. Limiting the number of spaces on a piece also allowed for more interesting shapes to be created. It’s not possible to create different multiple shapes out of three or less touching triangles, but four would allow for a few interesting permutations of layouts.
An earlier version of my game had parking spaces disconnected from the development pieces. This allowed players to designate one area of the board as a massive parking lot, which is interesting in its own right, but I didn’t think would be as engaging to play. I considered having a requirement that the parking was built adjacent to the development or perhaps just in the same neighborhood area. By integrating the spaces into each piece, I feel that the problem of having players responsible for placing their own parking wherever they want was solved. This also removed a huge barrier to entry from the original idea which was to have players reference a spreadsheet to determine how much parking was to be built. This was in line with reality and would make people who did choose to engage with it to maybe understand the issue to a greater depth, but I think may have also deterred people from engaging to begin with. It also made it easier for players to break the rules by just not building separate parking spaces.
Another observation was that when two parking spaces were built adjacent to each other, it made an area that was big enough to house one of the matchbox cars that I had placed on the board. I initially put the cars on the board to draw a stronger connection to the road play rug that I referenced in my write up but it was interesting to see what players did with them once left to their own devices. I think this allowed for a non-intended play experience that I’m glad people were able to _. This also seemed to appeal to some of the children in attendance, although in placing the height of the table at a comfortable height for adults, I didn’t account for it being accessible to people any shorter than Max.
https://forms.gle/orqd5S8aE8PmvxKR8
I placed a QR code on the board with the pieces that linked to a form to encourage any kind of written feedback. Knowing that people are unlikely to take the time to write a lot, I tweaked the usual playtest form from this class to have only two questions that allowed for extended response and one multiple choice question for any game. I also made all of the questions optional to allow someone to submit any feedback that they may want to write, even if they don’t want to respond to every question.
By nature of this layout, the longer that the game plays out, the fewer pieces will be able to be played. If players played “perfectly” to optimize the number of pieces played, it would be possible to cover the entire surface of the map in parking. This, however, calls into question what the players motivations are in the game. Is playing as many pieces as possible the main objective of the game? For example, Anne Marie chose to play exclusively green spaces. This shows that different players have different, potentially conflicting goals, and mirrors the real development of a shared city space. Everyone makes changes that leave a lasting impression on the space.
A change that I would make would be to limit the number of pieces that have parking available on the edge of the piece. The ones that have parking in the middle of the piece diminish the redevelopment that is possible and accelerate the pace of the game which allows for some more creative placement.
This experience had the desirable effect of engaging people in a topic that I think about often and enjoy spreading awareness of and I was able to gather some valuable verbal feedback. I had a good discussion with Michelle Patrick, and although she apparently found the game “difficult to play”, I think that at the stage she experienced it, that was kind of the point. We discussed potential changes that the school could make that would benefit the majority of students on campus. This in turn sparked another conversation on a following day about what other needs some students might have.
I think that in many ways, this test was a success. Some future changes that I would like to make are trying new board layouts, re-keyframing the animations on the projection, and trying some tweaked rules such as limiting the areas that can be developed from virgin land to maybe three neighborhoods and only allowing spreading to a new space when there are no legal moves in the existing ones. This could serve to demonstrate the “sprawl” across the map as it fills up.

Resolving Conflicts in Educational Game Design Through Playtesting

“The first was the scientist’s expectation that extinct creatures from Earth’s past would be so intrinsically interesting that the players would be motivated to read and explore as much as possible.” That was probably one of my favorite quotes of the article. Who would have thought people would be unmotivated to read in a game? (probably game designers)

I found the whole article informative and fascinating. I think it would be fun to work as part of a team like that to build educational games. Making education fun isn’t hard, it’s just hard work. I find sometimes when I’m working on a game concept it’s hard to parse ideas down to make a narrative and good game mechanics. I end up doing a lot of (necessary) research in order to make sure I know what I’m talking about.

Collaboration is so important, and it makes games good. I’m not surprised that a group of different experts butt heads, and I think it’s awesome that it also lead to an amazing game.

Pollinator 2.0

Objective

As a worker bee your objective is to collect as much pollen as you can for the queen bee to then turn into honey for your hive. Make the most honey as a bee, and you win the game!

Set Up

Place the board within easy reach of all players. Shuffle and place the objective cards in a pile next to the board. 

Each player gets all of their honeycomb tiles according to the color of their bee, and keeps them next to the board. They won’t be used until you make honey. 

Each player is then dealt 3 Objective cards, but keeps 2. Those will dictate how much pollen you need to collect to make honey. 

Place bees on either black half hexagon on the hive. Players may start on whichever side of the board they choose.

To Begin

The player who is most allergic to bees goes first. Play then continues clockwise around the board. 

On your turn you may do one of the following: 

  • Flying: If a player decides to fly in any direction they must first roll the weather dice. The weather affects your flight as a bee. Then roll the d12 to determine how many spaces you can move. You must move the entirety of your dice roll, and you can not return to the same flower your bee left from. You may move backward and forward (as well as use shortcuts) so long as the rolled number is reached. 

You must reach a flower by exact dice roll count in order to collect the pollen. 

  • Make Honey: Once your bee has collected enough pollen to fulfill your Objective card you must travel back to the hive to convert your pollen to honey. After arrival at the hive by exact dice roll count (either black hexagon will do) a player must show their objective card fulfilled to the other players, and place their honeycomb in the hive. 

Only one objective card may be converted to honey at a time. If a player has fulfilled 2 objective cards, then they must spend their next turn making honey without moving. Discard all pollen. 

  • Draw New Objective Cards: On your turn you may also draw 3 more objective cards, but you may only keep 2. The others should be put in the discard pile. A player may have 5 objectives at a time. 

Keep in mind some objective cards may be better than others.

Bee Bumping

If another bee lands on the same flower as you, then you must combine all the pollen both players have collected and split it evenly (rounding down). Bees are very good neighbors and helpers! 

Weather Dice

Sunny Day: Perfect flying weather, move your normal dice roll

Windy Day: Flying is a little rough, move your normal dice roll and then backward one space

Rainy Day: Flying is making your wings damp and slow, move half your dice roll

Pollen Max Out

A single bee can only carry 35% of its body weight in pollen. Therefore, a player can only carry 2 objective cards worth of pollen before returning to the hive to exchange it for honey.    

Ending the Game

The game ends when the hive is completely filled with honey! The player with the most honey made wins the game. 

Pollinator V1 – Game Maker Notes

What questions did your players have?

Are all the flowers the same pollen? Can I make honey when I arrive at the hive? Can I collect pollen when I land on a flower or do I need to wait for my next turn? Did you know that flowers produce all different kinds of honey depending on their pollen? Do the honeycomb in the hive count as spaces?

How quickly did they learn?

Fairly quickly, Pollinator is not meant to be very complicated.

What kinds of interactions did the players have?

Generally lots of discussion revolving around left over pollen, bee dancing, movement, and pollen sharing from the bee bumping (needs fine tuned).

What confused the players?

Leftover pollen, how much pollen they could actually carry because of the mismatch of objectives with collected pollen. What was allowed to be part of turn actions. The usual.

What made the players excited?

The idea of needing to complete the movement of your dice roll instead of having it cut off because you get to a flower.

What did your players enjoy doing?

The players enjoyed breaking my game to the best of their abilities and did a fine job. Players enjoyed the general theme and objective of the game.

Did any aspects of the game frustrate players?

That all the pollen was different, and there was so much left over. There were some unanswered questions that needed addressed in the rule book. Ames didn’t like that he couldn’t double stack honey or get bonus points for having a bunch of leftover pollen when arriving back at the hive. Not having more than one entrance and exit to the hive was frustrating for players.

Thoughts on Keep Talking and Nobody Explodes

I wasn’t in class the day that we played Keep Talking and Nobody Explodes but I have over 15 hours on it from the past few years playing it with my friends at school.

I really like the idea of the game being 2-players but not within the actual game. Having 2 specific roles, one of the defuser, and one as the instructor adds a fun dynamic and not knowing what the other person is seeing makes things really exciting.

I find myself always wanting to be the defuser for the earlier rounds because it’s easier, and then switching to the instructor because when it comes to the memory puzzles, I do a very poor job.

Game Makers notes- Starting Roots

  1. What questions did your players have?

If you replace the plant cards once they were grown. 

  1. How quickly did they learn?

Somewhat quickly. 

  1. What kinds of interactions did the players have?

Stealing plants from each other

  1. What confused the player? 

A little confused about the order of the turn and what they could do on each turn. Maybe it will be easier once the garden and plant models are in play.  

  1. What made the players excited?

When they could sell the plants

  1. What did your players enjoy doing?

Selling plants for money

  1. Did any aspects of the game frustrate players? 

The customer cards. Maybe have more customer cards to choose from. Like having 3 out to have more variety. There still weren’t plants matching up with the customer cards. Maybe I should take out some plants to add to the customer cards. 

Add a bargain bin where players can sell plants in their shops for 5 bucks. 

Remove types of plants. There are too many types of plants and is hard to rotate all of them.  

Make like monopoly money for the bills. 

Make it clear when growing plants with superfoods and material cards

Get rid of the wild cards

Pollinator

Objective

As a worker bee your objective is to collect as much pollen as you can for the queen bee to then turn into honey for your hive. Make the most honey as a bee, and you win the game!

Set Up

Place the board within easy reach of all players. Then keep each color of pollen balls in separate piles. Place the objective cards in a pile next to the board. 

Each player gets all of their honeycomb tiles according to the color of their bee, and keeps them next to the board. They won’t be used until you make honey. 

Each player is then dealt 3 Objective cards, but keeps 2. Those will dictate which flowers you visit as a bee.  

Place all worker bees on the START circle right outside the hive. 

To Begin

The player who is most allergic to bees goes first. Play then continues clockwise around the board. 

On your turn you may do one of the following: 

Begin Flying to a Flower: If a player decides to head for a flower they must first roll the weather dice. The weather affects your flight as a bee. Then roll the d10 to determine how many spaces you can move. *See weather effects*

Collect Pollen: If your bee is on a flower you may roll to collect pollen from the flower. The number on the dice determines how much pollen you gather from the flower. 

Make Honey: Once your bee has collected enough pollen to fulfill your Objective card you must travel back to the hive (START) to convert your pollen to honey. Once on the START a player may show their objective card fulfilled to the other players, and place their honeycomb in the hive. 

Draw New Objective Cards: On your turn you may also draw 3 more objective cards, but you may only keep 2. The others should be put in the discard pile. A player may only hold 3 objective cards at a time. 

Each action is a turn. FOR EXAMPLE if you land on a flower when your bee moves, you must wait till your next turn to then collect pollen. 

Bee Bumping

If another bee lands on the same flower as you, and you have collected pollen you must split the pollen equally between you. Bees are good neighbors, and often bump into each other to help share resources. 

Pollen Max Out

A single bee can only carry 35% of its body weight in pollen. Therefore, a player can only carry 2 objective cards worth of pollen.    

Weather Effects

  • 1 – Sunny Day: Perfect flying weather, move your normal dice roll
  • 2 – Windy Day: Flying is a little rough, move your normal dice roll and then backward one space
  • 3 – Rainy Day: Flying is making your wings damp and slow, move half your dice roll
  • 4 – Sunny Day: Perfect flying weather, move your normal dice roll

Ending the Game

The game ends when the hive is completely filled with honey! The player with the most honey made wins the game. 

Staring Roots-Game Rules

Materials- 6 gardens, 6 player boards, 30 Customer cards, 40 Material cards, 60 Plant cards, 30 Money cards, 52 water chips, 52 sun chips, and 52 fertilizer chips

Set up- Separate and shuffle the material, and plant cards and place them in separate piles. Separate the money into piles by value and lay them out in the middle of the players. Then each player should be given a garden, player board, 4 material cards, 4 plant cards, 2 sun chips, 2 water chips, and 2 fertilizer chips. Your material cards should be hidden from the group but your plant cards can be laid out. Next, lay out the customer cards. They are divided into easy, medium, and hard. Take 1 from each pile and lay them face up in the middle of the group. 

Starting the game- The player who bought a plant the most recently will start first. Each plant card will have specific rules to fully grow the plant to be able to be put into your shop. At the start of your turn, you will pick up one material card and 2 of any chips. You can only grow up to two plants per turn and sell to one customer per turn. Your hand limit is 4 cards. 

Shops- Each shop can hold up to six plants at a time.

Material cards- These cards can give you extra chips or contain special events. 

Plant cards- These cards will show you what plant they are and a picture of the plant. The bottom of the card will show what it requires to grow. For example, it may need sun, water, and fertilizer or it could be sun, sun, and water. Once you have all the required things to grow your plant you can now grab a plant model and put it into your shop to sell. You will also return all the chips to their piles. 

Customer cards-  Each customer card will show the required plants you need to be allowed to sell to them. The money you could receive from the customer is listed on top of the card. When you sell to a customer, you will trade in the plants that were listed, take the customer card and put it back in the customer card pile, and grab the money that the card said. 

To win the game- The first person to get $100 will win the game. 

Wild cards- You can use a wildcard to replace any sun, water, or fertilizer chip. For example, if you have a Peace Lily which requires 1 water, 1 sun, and 1 fertilizer, you can use the wildcard instead of the fertilizer to grow the plant. 

Steal a plant- If you get a “steal a plant” card, you can keep it as long as you like and use it on your turn. When you steal a plant the plant has to be in the player’s shop. 

Plants died- If you get this card you must play it immediately. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Robbed card- If you get robbed, all the plants in your shop will be gone. The only plants that will die are the ones in your shop. If you have none in your shop you can discard this card. This applies ONLY to the person that pulled the card.  

Switch plants- If you get a switch plants card you can play this on any of your turns and you can switch any plants whether it’s in the shop or still growing. 

Superfoods- With this card, you can fully grow a plant with one of these cards.

Flood card- This card must be played immediately and affects every player. When this is played you must lose 3 plants that are in the player’s shop. If you don’t have 3 plants in your shop, it will take what you have. 

Mega buy- A mega buy card is a big buyer and will purchase up to 3 of any plants from your shop. If you don’t have three plants it will buy what you have. You can receive $10 per plant. 

Don’t Diss My Ability Rules

Objective: Gain the most points by traveling around campus

Starting Out: Every player will roll a die. The dice roll corresponds to the disability experienced by that player. Place your character token somewhere in Nicholson (blue building). The player who took ibuprofen/pain meds most recently will go first. Play will continue clockwise.

  • 1-2: ADHD
  • 3-4: Cane
  • 5-6: Wheelchair

Turn:

  1. Pull a location card
    1. This is where you are trying to go. This card will not change until you have reached your location, at which point you can collect the appropriate amount of point tokens
  2. Roll a die
    1. This is how many spaces you move. After you roll, consider your character effects, and move that number of spaces
    1. If you must roll a die for the elevator, do this when you get to the elevator/stair space

Moving:

  • You can access any floor via an elevator with the same number. No matter how many floors you go, this counts as one move
    • However, each flight of stairs counts as a separate move (ie. If you take the stairs from the 1st floor to the 4th floor, that would be 3 moves)
  • You must roll a die each time you take an elevator.
    • If you roll an even number, the elevator works, and you can take it to any floor
    • If you roll an odd number, the elevator does not work, and your turn ends there
  • ADHD
    • If you roll a six, you must go back to where you started. Your location card does not change.
    • If you land in Romo’s or the Wheatley Cafe, lose a turn
  • Cane
    • You can only take 1 flight of stairs in the whole game
      • All moves after you take a flight of stairs are cut in half (due to pain)
    • If you go to the gazebo, you are no longer in pain and can move normally again, until you take another flight of stairs
    • Every time you leave a building and walk outside, you must roll a die for weather.
      • Evens, it is sunny, you move as normal
      • Odds, it is rainy, the number of moves you can take are cut in half
        • If you are in pain from taking stairs and it is raining outside, you can only move one spot per turn until you get back inside or to the gazebo
  • Wheelchair
    • You can only take elevators to get to different floors
    • Every time you leave a building and walk outside, you must roll a die for weather.
      • Evens, it is sunny, you move as normal
      • Odds, it is rainy, the number of moves you can take are cut in half

Gaining points: Once you have reached your destination, you can collect your point tokens.

  • Within the same building: 1 point
  • AMC – gazebo: 1 point
  • Franklin/Hale (yellow) – Scaife (grey): 2 points
  • Crossing a piece of board: 1 point for each board you cross

Winning: First person to 5 points wins