https://drive.google.com/file/d/1MGb2wHPJMj64vMBntK-sb4wFzloPG_4O/view?usp=sharing
Ethan Bookbinder – Movie Feedback
- Yes, they were followed noticeably and effectively
- My favorite part of the video was the emotion and panic in the narrator’s voice. It made me feel a bit on edge too. I loved the whole horror vibe and the entire idea of the film. It came out really amazing and was really well done and intriguing.
- I do wish it was a little bit longer, but it was still very well done, and it works well for the film. That is the only edit I would make.
- The video was paced very well!
Gabriella Thomas – Movie Feedback
- Yes, the rules were followed effectively and noticeably
- My favorite part was when she was sitting and bouncing her leg and when the narrator asks, “what is she thinking” because I think that a lot of other people think that about other people and it was like another person’s thoughts were narrated.
- I dont think I would redo anything that Gabriella did. Everything was well done and well recorded.
- Yes it was paced well. Nothing felt too long or too short.
Nikayla Haynes – Movie Feedback
- Yes, they were noticeable and very effective
- My favorite part of the video was the overall quality.
- I don’t think I would change anything that Nikayla did, I think she did a really good job
- The video was paced very well, and it felt very flowy and appealing to watch.
Perfect Human
Trying to be the Perfect Human – Kayla Bowman
The Perfect Golfer
the “perfect” human
Final Game Idea
Game 3 ideas
1. Mood War
Concept: Instead of numbers, cards represent emotions (joy, anxiety, anger, calm, etc.).
- Each emotion has a “strength” value (e.g., calm beats anxiety, joy beats sadness).
- Players flip cards and explain a time they felt that emotion.
- “War” happens when emotions match → players share coping strategies.
- Goal: Normalize emotional experiences and build empathy.
2. Thought Battle
Concept: Focuses on challenging negative thinking.
- Cards are split into:
- Negative thoughts (“I’m not good enough”)
- Positive reframes (“I’m learning and improving”)
- Positive thoughts beat negative ones if they’re realistic and strong.
- War = players must create their own reframe on the spot.
- Goal: Practice cognitive reframing (CBT skills).
3. Carbon Clash
Concept: Players battle using carbon footprints.
- Cards represent activities (driving, flying, biking, solar energy, etc.)
- Each card has a carbon emission score
- Lower carbon wins (reverse War mechanic)
- Tie (“war”) → players suggest ways to reduce emissions
Learning Focus: Carbon footprint, climate change, sustainable choices
4. Pollution War
Concept: Pollution vs cleanup efforts.
- Cards: air, water, land pollution + cleanup actions
- Pollution cards have damage levels
- Cleanup cards can defeat pollution if strong enough
- War → explain one real-world pollution solution
Learning Focus: Types of pollution, human impact, solutions
Game Makers notes Playtest 3 for spoon buffet
Spoon Buffet
- If “unsupported” cards didn’t make sense
- Label task cards and self-care cards
- Fix card deciphering
- Can you play a self-care card and a task card
- Redo everything
- Real spoons
- More sabotage
- More player interaction
- Stack cards, tasks, and self-care
- Fewer gain spoon cards
- Easier to get rid of the spoons or take another spoon
Notes from the second playtest, I noticed
Bulleted List
Spoon Buffet
- If “unsupported” cards didn’t make sense
- Label task cards and self-care cards
- Fix card deciphering
- Can you play a self-care card and a task card
- Redo everything
- Real spoons
- More sabotage
- More player interaction
- Stack cards, tasks, and self-care
- Fewer gain spoon cards
- Easier to get rid of the spoons or take another spoon
Game 3 Idea
Game 2 Refinement
Star Sailor Game Revised Game Review Playtest for Merideth
Reflection questions
- What made the experience fun or not?
- The rocket dice made the experience fun.
- What is the motivating factor to get or keep players playing?
- The motivating factor is to keep up your stats while also making it to the end of the game.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
- I understand what the game is trying to get across but there really is no incentive still to feel bad for destroying the planets.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The mechanics include the predetermined character stats and the rocket die roll. The game’s metaphor is to watch how we use resources before its too late.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
- The gameplay makes me feel competitive and excited but also makes me think. I do not feel empathy for anyone.
- Is the game an activist game? If so what does the game play advocate for?
- This is not an activist game yet. It wasnt to advocate for saving the planet.
- Describe the game in 3 sentences or in the form of a haiku.
- Exciting in-game
- Lots of things to think about,
- had such a great time
Week 8 Questions
Dungeons and Dragons
- What made the experience fun or not?
What made the experience fun or not was how the person deciding how the game goes works with you or works against you.
- What is the motivating factor to get or keep players playing?
How the person making the rules decides what is going on. If they make it super challenging or deny everything you want to do then the players aren’t going to want to keep playing.
- Is the game persuasive, and what is it trying to get you to do outside of the game?
I would say yes based on how the game narrative plays out because you could be trying to solve world hunger or end sexism but as a mythical creature.
- What is the game’s metaphor and which of the game’s mechanics standout?
Dungeons & Dragons is a metaphor for collaborative storytelling shaped by both choice and chance. Key mechanics include role-playing, dice-based outcomes, and a dungeon master guiding the world.
- How does the gameplay make you feel? Who does the game make you feel empathy for?
The gameplay feels immersive and unpredictable, mixing excitement with tension. It builds empathy for your own character and your party as you experience their struggles and growth together.
- Is the game an activist game? If so what does the game play advocate for?
It isn’t really an activist game, but it can explore themes like justice, power, and morality. It mainly promotes empathy, teamwork, and understanding different perspectives.
- Describe the game in 3 sentences or in the form of a haiku.
Players create characters and explore a shared fantasy world together.
Their choices shape the story, but dice determine success or failure.
The result is a unique, collaborative adventure every time.

