Please view the attached documents:
Version 1:

Version 2:


design courses, syllabi, schedules, resources and policies
Battle of the Suits
1. Other players teamed up against me to eliminate me
2. Eliminating other players was fun
3. No
4. Experience improved, HP and Shield trackers helped
5. Improve the physical quality of trackers, game still takes long
6. Clarity, easy tracking
7. Yes, simple and not much needed to play
Skyjo
1. Not frustrating, quite enjoyable
2. Column rule was fun
3. I wish I could match columns AND rows
4. N/A – Didn’t play last time
5. See 3
6. See 4
7. Yes, very cute art and easy to learn
One (Evil UNO)
1. Drawing cards was most frustrating, yet fun
2. Using action cards
3. No
4. N/A – Didn’t play last time
5. Card quality
6. See 4
7. Yes! I would genuinely buy a set of these cards.
Rainbow Dash
1. Limited moves on the last row
2. Climbing ladders to get ahead
3. No
4. N/A – Didn’t play last time
5. Bigger board
6. See 4
7. Yes, simple, beautiful, and easy to learn
Magic Circle
1. Missing pieces during playtest (but can be played without them)
2. Gambling my earnings was fun
3. No
4. N/A – Didn’t play last time
5. Rule clarity could be improved, increase win requirements
6. See 4
7. Not really, not much engagement/interaction. Game is very short.
This game is a really fun adaptation of Chutes and Ladders! I loved when I landed on the ladders and got to move up a lot. The main critique I have is that I wish the board was either bigger or the pieces were smaller. It was a little bit clunky to try and move around a small board with such large characters. The mechanics worked very well and I enjoyed the clover spots! This was a very enjoyable experience that I would absolutely play again. Even though I was losing, I found myself cheering for Saomi to get the win. I enjoyed the luck required for the last row!
This game is SO good. It truly is Uno from hell. I hated having to draw 10+ cards, but that just added to the experience. All of the added cards were so fun and made it a dreadful experience (which is a good thing). The main critique I have about this game is that the cards were too thick. Drawing large amounts was hard and I was constantly having to recount them. The thickness made them harder to shuffle as well. Other than that this game was a wonderfully terrible experience that I enjoyed every second of! I wish this was a real version of Uno. It is perfection.
This is a very enjoyable game, but trying to play it with a group of 4 was not as enjoyable as when it was played with a group of 2. It was fun to gang up on players and get them out, but once I discovered that always keeping a health card on me meant I was essentially immortal, it became very long. The revive system is very overpowered. I loved the addition of the trackers for health and shields. It made the game so much easier to follow and was a lot more enjoyable than trying to do math and remember it. This version was a lot clearer than the last!
No version 1 Picture:
Version 2:

People who worked on this: Gavin Raabe, Lily Clifford, Toni Valeri
I found the risk aspect to be way too powerful as someone in my group won just by winning on risk twice in a row. The game ended very fast. I really enjoyed the aspect of luck/chance in this game. It made for a very fun experience to not be able to control who wins. One thing I wish we could have done was steal other player’s chips. In my opinion, the risk should give less chips or the number of chips needed to win should be more. This game was a fun way to pass time, but it was missing pieces when we attempted to play. We definitely weren’t able to play it to its full potential.
Overall a very fun and enjoyable game to play! I really enjoyed the card flipping system and I found it very fun to not know everything you have on the board. This created some very fun moments while playing! One thing I wish I could have done was steal other people’s cards. The only crit I still have after playing is just that the deck was hard to shuffle, so less cards would be better in my opinion.
Gabriella Thomas
Janga remastered
Shoots and ladders remastered
One
Personal document
My game in 3 sentences: Pirates is a DND inspired game where you roleplay as pirates. It’s a game for 6 people to play including a dungeon master who is the storyteller/narrator of the game. Its an adventure full of roleplay and dice deciding your fate.
Changes and improvements in version 2: We condensed the game’s rules and details to make it more easy to consume the information. We received feedback on how it was hard to understand.
What we learned from the game’s play testing and feedback: We learned that just because all of the information is there, it doesn’t mean it’s consumable and everybody understands it differently.
What to change for version 3: We would condense the information even more and incorporate more art and style into our sheets.
I wasn’t able to find a photo from last week on the instagram and I didn’t know to take one, so here’s a photo of this weeks.

FINAL GAME DOCUMENTATION:
Describe the game in 3 sentences: An unforgiving version of Uno. Sabotage your friends with the new “evil” cards added to the deck. Meant for fun and annoyance at your own risk.
Why did you change or improve in version 2 based on feedback: Added clearer instructions, made “Lose Instantly” card return to the deck, and lessened the amount of cards to be drawn.
What did you learn about your game from each play test? What comments were most helpful: It was very helpful knowing how much people liked it and that it was a good concept. This motivated us to keep going with it. I learned that we didn’t have enough cards in the deck and too many cards that made you draw more which was helpful to figure out balance.
What would you change for version 3: Lessening the amount of drawing, clearer instructions on some cards such as the Scary Card, and possibly more generic cards in the deck.

Thoughts on Keep Talking and Nobody Explodes
Playing Keep Talking and Nobody Explodes in class was a really interesting example of simulation through communication and cognitive task management. Since I played as the person with the bomb manual rather than the person in VR, the experience focused heavily on interpretation, translation of instructions, and clear communication under pressure.
What stood out most is how the game simulates real-world high-stress teamwork. The person with the manual has access to the information needed to solve the problem, but cannot see the bomb itself. Meanwhile, the VR player can see the bomb but does not understand how to solve it. The challenge becomes less about technical skill and more about how effectively players can communicate complex information quickly and accurately. Based on the complexity alone, I knew Mason was not winning.
This is similar to real-world professions where people must coordinate under pressure, such as emergency response, aviation, or medical teams. The game forces players to develop shared language and strategies quickly. Miscommunication becomes the biggest threat, which highlights how important clear instructions and teamwork are in high-stakes environments.
The game also reflects ideas discussed in Cognitive Task Analysis because players must break down complicated tasks into smaller steps and communicate those steps clearly. Even though it feels like a party game, it actually models real cognitive processes involved in teamwork, problem-solving, and stress management.
Five Simulation Game Ideas
1. Astrology Systems Simulation ; Cosmic Blueprint
Players generate a birth chart (roll dice to generate) that determines personality traits, emotional tendencies, and life timing cycles.
Planetary alignments influence how characters react to events like career opportunities, relationships, or stress. For example:
Players navigate life events while learning how their astrological placements shape different outcomes.
Simulation focus: identity systems and symbolic frameworks.
2. Cozy Living Simulation ; Slow Days
Inspired by IdleLife and Paralives, this simulation focuses on slow living and cozy daily routines rather than productivity or wealth.
Players manage a small life centered around comfort, creativity, and balance. Instead of chasing success metrics, the goal is maintaining a peaceful lifestyle.
Players spend time doing activities like:
Time moves slowly and seasons change. Overworking, social burnout, or ignoring rest will disrupt the cozy balance.
Simulation focus: emotional wellbeing, rest culture, and slow living.
3. Off-Grid Living Simulation ; Cabin in the Woods
Players move to a remote cabin and attempt to live sustainably without modern infrastructure.
Players must learn to manage:
Unexpected events like storms, wildlife encounters, or crop failures require adaptation.
The game emphasizes patience, resilience, and learning practical skills rather than constant progression.
Simulation focus: self-sufficiency and sustainable living.
4. Memory Preservation Simulation ; Archive of the Ordinary
Players act as archivists trying to preserve everyday human memories before they disappear.
Instead of famous events, the memories are small personal moments:
Players choose which memories to record and preserve before they fade away.
If too many memories disappear, entire parts of the world slowly vanish.
Simulation focus: cultural memory and the importance of ordinary moments.
5. Algorithm Life Simulation ; The Feed
Players live in a world controlled by invisible recommendation algorithms.
Every choice—videos watched, articles read, posts liked—changes what information appears next.
Over time, the algorithm begins narrowing the player’s worldview. News, friends, and opportunities become filtered through the system’s predictions.
Players must deliberately break their patterns to escape the algorithm’s control.
Simulation focus: digital culture and algorithmic influence on identity and belief.