- Was it fun?
- I actually really enjoyed playing this game more than I thought. I thought it was going to be something more like Fluxx, but I think what really helped was the theme and the characters, which makes sense why it was a Gateway game.
- What were the player interactions?
- In the game, The Players interacted by passing along their cards after selecting one from the pile that they were given, almost like take one and pass it down. Another aspect of player interaction had to do with after the card got passed down, you sort of had to make a guess as to how you could use those cards to your advantage so that another player doesn’t get that card.
- How long did it take to learn?
- The game took us to learn all of 5 minutes, and we played two whole rounds of the game. Once you sort of just looked at the basic directions, it was not hard at all to put together.
- What was the most frustrating moment or aspect of what you just played?
- I would say the most frustrating moment or aspect of the game that we played was the putting card, because truly that could make or break the entirety of your game; however, I did think it was an interesting add-on.
- What was your favorite moment or aspect of what you just played?
- My favorite moment of playing the game was honestly seeing how many of each I could stack on top of each other with the sashimi because once you hit three cards, it’s equivalent to 10 points, and also strategizing what is the easiest way to make the most points.
- Was there anything you wanted to do that you couldn’t?
- Honestly, with this game, there is nothing I would change, but maybe the pacing of the game and the playing of a total of three rounds, sort of like rock, paper, scissors, but I think it was interesting.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- If I could maybe wave a magic wand and change something with this game, I would definitely change something with the pacing of each round. I’m not exactly sure how I would change it, but honestly, I think maybe going through the whole deck would be quite fun, just dividing the entire deck amongst all the players.
- Is this a game you would play again? Yes _____ No ______ Why
- This is definitely a game I would play again, and I actually considered looking up where I could buy this game because I think it’s something simple and easy to take your mind off of things, and it is very much lighthearted and for all audiences.
- Analyze the game using the 3 act structure.
- SushiGo in the 3 act structure, follows the beginning where each player is dealt a certain amount of cards and they must decide which of those cards is the most valuable to place then, the middle act involves deciding what strategy would it be best to take as far as what round you’re on and where each player seems to be going with their drawing patterns. Lastly, I would say the final Act truthfully comes down to the rice pudding as well as the anticipation of what final card you will draw and have no other choice but to place down.
Game Response Questions – Bohnanza
- Was it fun?
- I actually really enjoyed this game, though it was intimidating at first. I would go out and get this game myself to play.
- What were the player interactions?
- The player interactions were between different trades, which got heated at times. However, I think we played fairly nicely and generously simply because there was a goal in mind.
- How long did it take to learn?
- Overall, I believe it took us 15 minutes total, including the video instructions we watched to learn how to play the game.
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating moment of the game was honestly figuring out how to play, but once we got in the swing of it it went by. The only other thing that was frustrating was that we had to cycle through the deck three times, which seemed like a long, drawn-out game.
- What was your favorite moment or aspect of what you just played?
- My favorite moment was cashing in my harvests for coins. Also, I would say that getting close to harvesting was a rewarding experience.
- Was there anything you wanted to do that you couldn’t?
- One thing that came up a lot was getting to place down a card that I just picked up also placing down 2 cards to grow per turn.
- 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 not let there be a card limit to what you can place down per turn.
- Is this a game you would play again? Yes _____ No ______ Why
- I would definitely play this game again simply because when everyone gets into the flow of things, the game moves, and you can’t help but wait for your next turn or when you can trade. This is very engaging.
- Analyze the game using the 3 act structure.
- The beginning of the game is the conflict of which bean you should place and if you should play a game that has a high card amount or a low one. The middle of the game is the conflict of deciding when to harvest your beans or to see if you can keep adding and praying that someone either takes or trades your cards. Lastly, the end of the game occurs when you have reached your third deck of discards and there are few cards left; however, you must decide whether to keep playing low-card beans if any are left and if it is worth it to the harvest.
Game Ideas
On Campus Games
Campus Scavenger Hunt
In this activity, student teams explore the campus to uncover hidden items or complete various tasks. Each team receives a series of clues or riddles leading them to different campus locations. At each stop, players either discover an item or solve a puzzle to unlock the next clue. The event encourages exploration, teamwork, and problem-solving, with opportunities for bonus challenges such as taking selfies with notable landmarks. The first team to finish all tasks and return to the starting point claims victory. This activity can be tailored to various themes, enhancing familiarity with campus history, culture, or sports.
Mystery Night
Students dive into a live-action role-playing game, unraveling mysteries through clues and character interactions. Participants are assigned roles and backstories entwined with the central mystery. They must gather and exchange information by interacting with each other and following clues scattered around the campus. With potential plot twists and secret alliances, the game culminates in players presenting their solutions to reveal the true outcome. This immersive experience, complete with costumes and props, enhances social interaction and critical thinking, adaptable to genres like detective noir or supernatural mysteries.
Campus Capture the Flag
Teams compete in capturing the opponent’s flag while safeguarding their own, with the campus divided into territories for each team. Players strategically place and defend their flags, aiming to capture the rival team’s flag. Opponents can be tagged and temporarily removed from play or sent to a designated “jail.” The game incorporates safe zones and power-ups to add excitement. It promotes physical activity, strategic planning, teamwork, and communication, with flexibility for different participant numbers.
Academic Adventure Quest
This event involves educational challenges across various academic departments, with players earning points and rewards. Each department offers a mini-game or challenge related to its field, such as a chemistry puzzle or history quiz. Teams select challenges based on interests and strengths, accumulating points based on difficulty and performance. The team with the highest score wins prizes. This quest fosters interdisciplinary learning and networking with faculty and peers, suitable for integration into campus events like open days or orientation weeks.
Augmented Reality Campus Tour
Participants embark on an interactive tour using augmented reality (AR) to blend educational content with gaming elements. Through a mobile app, players enjoy a self-guided tour enriched with AR overlays at specific landmarks, offering historical insights, fun facts, or mini-games. Collecting virtual badges or tokens enhances the experience. This tour, ideal for prospective students, visitors, or alumni, combines technology with education and entertainment, offering a dynamic way to explore campus history and culture.
Card Game Ideas
Muffin Madness
In this game, players strive to bake the most delicious muffins by collecting ingredient cards. Starting with base cards for different muffin types, players draw and trade ingredient cards to complete recipes. Special action cards add twists, such as sabotaging opponents or duplicating successful recipes. The game concludes when a player bakes a set number of muffins, with points awarded for recipe complexity. Muffin Madness fosters strategic thinking and player interaction, wrapped in a fun theme for all ages.
Card Kingdoms
Players build and defend kingdoms by managing resources and battling rivals. Drawing cards for resources like gold and soldiers, players expand territories, fortify defenses, or attack others. Special event cards introduce unpredictability, enhancing strategy and negotiation. The winner is the last kingdom standing or the one with the most points from expansion. This game blends strategy and resource management, offering adaptable complexity levels.
Fortune’s Favor
Players compete to accumulate wealth by making strategic investments and navigating market changes. Investment cards represent sectors like technology or real estate, affected by central market cards with events like booms or crashes. Players decide when to buy, sell, or hold for maximum returns. The game ends after a set number of rounds, with the wealthiest player winning. Fortune’s Favor teaches basic economics and investing concepts, encouraging risk management and decision-making.
Galactic Traders
As space traders, players aim to amass wealth by trading goods across planets. Each turn involves traveling to planets with unique trade offers, while event cards introduce challenges like space pirates. The player with the most wealth from savvy trades wins. This game combines science fiction with trading mechanics, encouraging strategic planning and adaptability in a rich narrative environment.
Detective Chronicles
Players solve mysteries by gathering clues and piecing together evidence. With clue cards representing evidence and event cards introducing new leads, players draw cards, interview characters, and share theories. The game concludes when a player deduces the culprit and motive. Detective Chronicles enhances deductive reasoning and critical thinking, offering cooperative or competitive modes in various mystery genres.
Rodent Round-up
Players act as rodent catchers, capturing rodents by strategically placing traps. With trap cards of various attributes, players decide where to place traps, move, or use action cards against opponents. Rodent cards with trap preferences are drawn and placed, and event cards add challenges. The game ends after a set number of rounds, with the most captures determining the winner. Rodent Round-up combines strategy, luck, and interaction with educational elements and a humorous theme.
Play Tests
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.
Game Response Questions – Sushi Go! + Bohnanza
Was it fun?
- Yes! I really liked this one
- It was alright, I didn’t not like it after we got the hang of it
What were the player interactions?
- Player interactions were limited in this one other than passing around each other cards
- This one was heavily interactive with much trading and discussing each others cards and having to pay attention to other “bean fields” and hands
How long did it take to learn?
- Sushi Go only took a little to understand once we jumped in and played the round and gradually understood how many points each card counted as.
- We had to a video to understand this one and ask Professor Ames a lot of questions but eventually understood the concept after a good 15 minutes or so
What was the most frustrating moment or aspect of what you just played?
- I didn’t get frustrated with this one, it was pretty seamless
- This one wasnt too frustrating either just took some time
What was your favorite moment or aspect of what you just played?
- The art was adorable and made the game so much more enjoyable – it was super simple too
- It was complex enough to keep you engaged – trading and making deals was also very fun
Was there anything you wanted to do that you couldn’t?
- I wish some of the sushi interacted a little more, like being able to build more complex rolls, like maybe having a version with basic ingredients you have to stack instead of fully made rolls that just stack on each other.
- I wanted to make black market deals not on my turn – that makes everything more interesting
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- More stackable cards
- The art style ESPECIALLY the box and instructions were TERRIBLY designed with the text and color choices – the art on the cards was fine but just the graphical layout with the bright yellow and red was so bad
Is this a game you would play again? Yes – Sushi Go; Maybe Bohnanza – they were fun enough and engaging to a degree (especially the cute little sushi)
5 Game Ideas – Game Design Week 1
- Goat Heirarchy – some sort of card/board game that centers around animal peck order
- Real life mario kart (always wanted to play this)
- Trivia Game – RMU themed
- Virtual RMU – conquering your undergraduate degree
- TikTok song game – how chronically online are you
Game Questions
- In your opinion what should every game have? Why do you like your favorite game?
In my opinion I think every game should have an objective, multiple solutions, and some sort of suspensefulness/build up. A clear objective gives the player direction and purpose, while multiple solutions allow for creativity and different play styles. The build-up to a goal makes the experience rewarding, because it creates tension and anticipation before the big payoff. My favorite game is 500 Rummy, and I like this game because you have to play multiple rounds (the build up) and play your cards strategically to reach 500 points. I like the aspect of chance and strategy that is in Rummy, also I personally enjoy games that have a point system and Rummy is all about gaining points.
- List the games you’ve played and currently play.
Fluxx, 500 Rummy, Poker, Bullshit, Black Jack, Chess, Checkers, Minecraft, It Takes Two, Unraveled, Fortnite, Gang Beasts, Slime Ranchers, Monopoly, Candy Crush, My Singing Monsters, Hayday, WII sports, Mario Kart, Sims, Wavelength, Uno, Sorry
- Can you apply the three act structure to your favorite game? What is its pacing and how long do you find yourself in each act?
For my favorite game, 500 Rummy, I would argue that it does apply to the 3 act structure to some degree. First is the set up, you set up all the players with their cards and they begin the drawing of cards, creating sets, and discarding. The beginning introduces the situation where the stakes are low, and the game starts taking direction. Next for confrontation (mid game) the game becomes more intense with more sets forming, the discard pile growing, and players hands getting smaller. At this point of the game there are risks and strategic moves that players make. Lastly, the resolution of the game is whoever goes out or the deck runs out. This is when the scoring comes into play and resolves the conflict. Even though Rummy does not have a narrative or true story, it does have a natural rising of tension and resolution like these steps include.
- When coming up with ideas where do you find you start, with the metaphor or the mechanic?
When I come up with ideas, I feel like I could start with either a metaphor or a mechanic, but I usually begin with the story and concept before thinking about the mechanics. I think this way because it is easy for me to come up with ideas/stories and bring them to life after thinking of how I want the storyline to go, characters to look, and overall vibe of whatever I am creating.
- Over the course of this semester, who would you like to collaborate with and why?
I would like to collaborate with anyone, I don’t have my eye set on anyone in particular because I feel that everyone in this course has great insights and skills that would be interesting to work alongside.
Question Set 1 Week 1
- Every game should have a clear point that is engaging and fun. There should be enough rules that are easy to follow so it is enjoyable and doesn’t hurt your brain. I like my favorite game because it is simple to understand yet has several parts and strategy involved in it that keep it interesting.
- Board Games: Sorry, Monopoly, Shoots and Ladders, Candy Land, Safari, Herd Mentality, iKnow, Poetry for Neanderthals, Hues, Clue, Telestrations, Yatzee, Chess, Checkers, Chinese Checkers, Parchisi, Balderdash (etc)
Card games: Spit, Dirty Bridge, Uno, Solitaire (double, triple, etc), Black Jack, Poker, Phase 10, Crazy 8s, Tacocatgoatcheesepizza, Michigan Rummy, Sabot
PS2/PS5/Xbox/Wii/Switch/Mobile Games, etc: Minecraft, Fortnight, Star Wars Battlefront 1 and 2, NASCAR racing, ATV adventures, Gang Beasts, Breath of the Wild, Skyward Sword, Tank Warriors, Blazing Angels, Mech Arena, Candy Crush, Merge Dragons, Fruit Ninja, Temple Run, Farming Simulator, Wii Sports, Wii Resort, Wipeout, Wordscapes (etc)
Misc: Jackbox Games (T.K.O, Quiplash 1+2, Drawful, Murder Trivia), Kahoot, Gartic Phone, Charades, FishBowl, Pictionary, the laughing game, Sharks and Minnows
3. Dirty Bridge Card Game: Each ‘act’ lasts a few minutes each and there are two different phases of the game each lasting also a few minutes each. It’s pretty fast paced and engaging
4. I start usually with the metaphor and concept or theme of the game and then figure out how it actually works
5. I’m not sure what this means by who you want to collaborate with but I am open to working with anyone really.
Interactive Animation Experiment
i gained a new-found hatred for AI.
About halfway through attempting to use ChatGPT to help me solve a half-colored rubix cube, it soft-blocked me from working on this project anymore; not because of my ‘plan’, but because it I would make a rotation, snap a frame, and then ask the AI which colors would become visible/invisible, etA.
Despite the 5+ years this thing has been learning, millions of dollars of funding, and environmental impact, I now have an entirely new hatred for AI. Of course, I knew it wasn’t perfect and it’s learning – that’s fine; but it didn’t learn. I wasted several hours typing back and forth, only to get the same or different incorrect results each time. I genuinely wish I just learned to solve a rubix cube instead.

Animation Experiment
First week of animation experimentation.

I got a little lazy with the feet walking and the environment. For future versions, I want the flowers to wave gently. I used Adobe Animate for the first time to create this gif. The animation elements are partial vectors from Adobe Stock. I imported them into Figma to assemble and add texture. For the final animation, I plan on adding more texture and brushstrokes.
Here are the files I used and tweaked:



Week 1-Game Design Questions_Meredith B
- In your opinion what should every game have? Why do you like your favorite game?
- Every game needs a good premise with a replayability aspect. No matter how fun the game is, if I cannot play it multiple times and face the same amount of enjoyment, I will not play it anymore/actively. Currently Phasmophobia (https://store.steampowered.com/app/739630/Phasmophobia ←Heres the steam link, also on playstation). I enjoy it as a horror game, and the mechanics of the game allows for infinite replayability. It is essentially a ghost hunting game, where you find the ghost, or it finds you. There is 7 parts of evidence, over 20 ghosts and 10 maps,challenge and custom gamemodes, and each round is never the same. There is also a level and prestige system, so it encourages players to keep going, even if they have “beat” the game. (The game was released in 2020/2021, and still active and being played, we had 2 updated maps and a huge game change released a few months ago, so it is still a popular/updated game).
- List the games you’ve played and currently play.
- Mobile:
Good Pizza/Great Pizza
Block Blast
Plato
The Way Home
Super Phantom Cat 1 and 2 - PC:
Phasmophobia (Favorite Game ATM)
Valorant
Genshin Impact
Keep Talking and Nobody Explodes
Content Warning
Lethal Company
Slime Rancher 1 and 2
Minecraft
Roblox - Nintendo:
Mario Kart
Animal Crossing: New Horizons
AK-Axolotl - Tabletop/Other
Uno
Cards Against Humanity
Old Maid
Tag
Spoons
- Mobile:
- Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?
- The 3 act structure does not fully apply to my favorite game, since sections of the act can be avoided. The 3 act would be beginning (finding/locating the ghost), middle (getting evidence) and end, (ghost “hunts” and deciding on what the ghost is). However there are moments in the game where you walk in and immediately know what the ghost is due to an ability, or you walk in and immediately die (That’s an achievement actually). So there’s always a chance to avoid the 3 act structure within the game. In general, the 1st act, of finding the ghost, takes the longest due to the need of exploring the map. The 3rd act, specifically the hunting part, doesn’t really happen if you play the game correctly and are smart with your resources.
- When coming up with ideas where do you find you start, with the metaphor or the mechanic?
- The mechanic, it’s harder to come up with the way to play the game rather than the visuals for me. I would rather have the premise and design of the game fully developed before focusing on visuals, as visuals are easier to test and change rather than set game mechanics.
Game Design: Question Set 1 – Bryce Mathews
- Using Kobold’s guide as inspiration, every game should have an identity. James Ernest’s segment on the distinction between rules, mechanics, and the key to “good” games explains that games are not the sum of their parts. Each game has an identity that justifies its mechanics. If a game’s mechanics are not in tune with the game’s identity, then players may not find it interesting. To support this, James claims that mechanics are identifiable, yet are not entirely transferable. All games have mechanics, but great mechanics work in tandem with the game’s identity. You cannot create a great game from analyzing the exact mechanics of another. I like my favorite games because every aspect of the game is made with identity in mind, mechanics are thoughtfully implemented to create a specific experience.
- Here is a small list of games from my steam library
Furi – Onnamusha
Ready Or Not
Rooftops & Alleys: The Parkour Game
Dungeons of Hinterberg
PC Building Simulator
Balatro
Resident Evil 4
Valheim
Noita
ULTRAKILL
GRIS
RESIDENT EVIL 3
RESIDENT EVIL 2 / BIOHAZARD RE:2 Standard Edition
Resident Evil 0 / biohazard 0 HD Remaster (ROW Launch)
OneShot
Furi
Resident Evil 5 Gold Edition
Resident Evil / biohazard HD REMASTER
Resident Evil 6 Complete
Kerbal Space Program
Star Birds Demo
3DMark Demo
9 Kings Demo
The Last Stand: Aftermath
Nitro Express
Risk of Rain 2
R.E.P.O.
Haste
Demon Tides Demo
Solarpunk Demo
Am I Nima Demo
Warfare Legacy Collection Demo
Machine Mind Demo Demo
Icaria Demo
Mech Havoc Demo
Heroes of Hammerwatch II Demo
Sky: Children of the Light
Awaria
Stacklands
Inscryption
Slay the Spire
Hades
Rebel Inc: Escalation
Darkest Dungeon
Risk of Rain
Factorio: Space Age
Mullet Mad Jack Demo
Retrowave
Realm of the Mad God
Frostrain
Lethal Company
Hearts of Iron IV
Bitburner
SIGNALIS
Farlanders
Against the Storm
Unsighted
Into the Breach
Frostpunk
OpenTTD
Quasimorph: End of Dream
Steam Engine Simulator
Sonic Generations Collection
Factorio
Stoneshard: Prologue
Hyper Light Drifter
Enter the Gungeon
The Binding of Isaac: Rebirth
The Complex: Found Footage
Tomb Raider
Space Engineers
Destiny 2
Destiny 2: Legendary Edition
STAR WARS™: The Old Republic™
Apex Legends
Splitgate
Arid
Muck
Dead by Daylight
Tom Clancy’s Rainbow Six Siege – Deluxe Edition
Oxygen Not Included – Spaced Out!
tModLoader
Craftopia
Among Us
Counter-Strike: Global Offensive Free Edition
Uno
The Forest
The Colonists
Absolver
Scrap Mechanic
Fallout Shelter
Rust
The Long Dark
Call of Duty: Modern Warfare 2 (NA)
Sheltered
Warframe
ASTRONEER
Oxygen Not Included
Don’t Starve Together
Plague Inc: Evolved
Garry’s Mod
Geometry Dash
Terraria
Unturned - While my favorite games often blur the distinction between “acts” or definite moments in the player’s story or progression, my favorite games do one of two things. They either leave the story solely in the players’ hands, or they craft enough of a structure to entice the player to play the game and experience the story. A game like Minecraft has no definite strory, it encourages players to make their own. Progression in the form of better tools, weapons and armor encourages the player to seek better materials all while they shape the world as they see fit, creating a story of surviving and thriving. A more story-driven game like Pokemon entices the players with interesting premises and innovative gamplay to encourage the player to stick around.
- Both approaches are effective ways to create a game, as long as they service each other. I personally like to create ideas starting from it’s purpose. The metaphor can help guide the subsequent mechanics, story, and theme. With this approach you can ask whether an implementation sucessfully highlights the metahpor you are trying to show. But, the opposite approach is valid. Large games evolve from simple mechanics all of the time.
- I think it’d be interesting to collaborate with other classes or campus organization to create official art or garner support for the games we make.
5 Games that can take place on campus – Bryce Mathews
- An interesting campus-wide game can be an assassin-type game. All players are given a mark, whether that be a specific target or a general description of a target. They are tasked with eliminating that player and taking a possession of theirs to prove the deed was done. After a certain number of rounds, or after a large percentage of the players are eliminated, the stakes can be raised. Bounties can be placed on the players with the highest eliminations, challenges to eliminations (you have to eliminate your target in a specific building) can be imposed, and the remaining assassins can fight their way to victory.
- An idea for the entirety of campus could be a series of games similar to Mr Beast’s “Beast Games”. In one game in particular, groups of people are tasked with nominating a leader, who will then be tempted to betray their team for their own benefit. If the leader betrays the team, then they can receive a reward and stay in the game, while their subordinates are eliminated. This concept adds layers to the game being played and adds to the cooperation and “conflict” aspects of the game.
- I personally believe that the floors in the dorm hall need more decoration. So I decided to make a game out of it. All floors are tasked with deciding on a theme for their floor, and are given a budget to make it happen. After a set amount of time, faculty, and a designated student from each floor votes on the winner.
- An outbreak game would be an interesting way of getting students to collaborate, think critically, and explore ways to solve problems. A zombie outbreak infects one student, who has to infect as many other students as possible. Rules would be in place that prevent students from disrupting class, running in buildings, or disturbing others. For example, infections can only take place outside, and zombies must wear a red cloth. As the game continues, events could take place to enhance the experience.
- A game that turns campus into a RTS (real time strategy game) could unite clubs, fraternities, and even the uncommitted together. Students are categorized into groups, with control over a building like Madison hall, or the rec center. The goal of each group is to maintain and expand their territory, eliminating the competition that they face in the process. At the end of the event, the groups with the most territory win.
Game Response Questions (Vanilla Fluxx)- Harmony Jablon
Game Response Questions
Was it fun?
- Yes, in my opinion I thought the game was enjoyable, but me and my group played three different versions of the game and around halfway through the second game we were mentally clocked out. I think it is overall enjoyable, but I wouldn’t play it more than once in one sitting.
What were the player interactions?
- Even though the whole game is pretty much player interactions, I felt direct interactions were actions like exchanging hands with each other, picking a card from a player’s hand, and swapping each other’s “keepers.”
How long did it take to learn?
- It took about 3-4 cycles around to finally get the idea of the game, and the different cards. But throughout the game occasionally we did have to stop and ask questions or read the directions over again.
What was the most frustrating moment or aspect of what you just played?
- The most frustrating part of the game was keeping track of all the new rules, and figuring out which cards canceled each other out. Some were also unclear to understand directions what the player(s) were supposed to do with the new rule cards.
What was your favorite moment or aspect of what you just played?
- My favorite moment was the action cards to switch hands with other players. This was my favorite aspect because it created more interactions between players, and made everyone become a little more competitive with each other.
Was there anything you wanted to do that you couldn’t?
- I wanted to keep certain cards in my hand even though there would be a card restriction on how many cards you could hold. Having to play them all was frustrating especially when I wanted to strategically keep/use certain cards.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- If I could change anything about the game it would be how many new rule cards we can have on the table at once throughout the whole game. Due to confusion I think having a restriction of only up to four new rule cards at a time would make the game a little easier to play and keep track of.
Is this a game you would play again? Yes _____ No ______ Why
- Yes, because I enjoyed the unknown or chance aspect of the game with the addition of strategy of how to play your cards. I am also a competitive person, so I liked how competitive the game could become.
Play Test – Flux
What was the most frustrating moments or aspect of what you just played? – Definitely comprehending the compounding of rules onto one another, which is of course an aspect that makes flux a unique game. This may take a bit of time but is definitely worth it in order to play the game.
What was your favorite moment or aspect of what you just played? – I enjoyed the different goal cards in Flux. My favorite was hippyish. I also liked receiving the party bonus.
Was there anything that you wanted to do that you couldn’t? – Win.
If you had a magic want to wave, and you could change, add, or remove anything from the experience, what would it be? – The zombie Flux had harder to read cards. Also the rules should have limits to prevent conflicting cards.
Is this a game you would play again? – Yes, regular flux. Zombie flux, no. Zombie and space flux both felt more gimmicky or hoaky in a way. Definitely gave them less playability.
