- Plant growing
- Never ending cycle with propagation
- Video game or IRL
- Mark off the people who die in your yearbook until either you die or everyone else dies
- Endlessly decorating your room (always buying new things, seasons, etc.)
- This could be a video game too, keep buying and decorating your room
- Some kind of merging game
- Layering clothing game until it essentially fills up the whole screen
- Buying a hamster, dies in a weird way, get a new hamster video game
- Squirrel endless falling game, avoid branches
- Game where you add tiles, take away, and rearrange tiles
- Maybe where you make an artwork
- Tabletop game where you have a canvas where you just keep taking turns building an artwork
- Neverending grading simulator
- Just mixing paint colors
- Blowing out birthday candles every year, you just keep gaining more and more
- Fill a bowl of rice, constant clicking
- Making a sauce, with other sauces and ingredients and keep adding ingredients forever but still trying to get it to taste good
- Based on Good Mythical Morning
- Could be a video game
- Mixing potions in the bathtub with a million soaps and perfumes
- Couch just keeps accumulating toys
- Endlessly changing your hair
5 Games Ideas with no ending.
Game 1: Collect cans on the street and go from homeless to rich and try and see how rich you can get.
Game 2: Amazing Amazon. Fill boxes and complete orders to get cooler boxes and more complex orders.
Game 3: Unboxing game where you unbox packages and get new tools to unbox it.
Game 4: you are given a prompt with materials and you have to go out and find those recourses to build that certain thing
Game 5: Pop it. If you do it before the timer runs out then you get a cooler pop it
5 Games without end
Brayden, Carson, Tori, Alana
Nightclub Simulator
Whenever you tap, your character dances to the beat. Doing so long enough will reward you with a drink to continue dancing.
Paper Shredder Simulator
The player taps the screen in order to put paper into the paper shredder. Once the bin is filled you can sell the scrap paper to purchase a bigger bin or fancier paper to shred
Song Creator
User will tap an instrument of their choice to play to the audience. You gain money by getting tips and use that to buy other instruments that pay out more. You can invite your friends to combine the instruments together to make a band that results in a higher payout.
Happy Cat
You tap to feed the cat lasagna until the cat pops. You get money for each cat popped. New cats can eat more and earns more money per click
Counting Up
The player clicks their screen, which starts as a blank white with a black “0”. For each time they click, the number goes up in value by one. The game will save your number if you close it, and will continue to go up one number for each singular click you give it. There is no limit to how many times you can click.
9-5
You are an assembly line worker at a factory. You must work your shift in real time (from 9-5) doing a single monotonous task. The player can choose what point of the assembly process they want to work that day, but are stuck to the position they choose once selected.
Water Bucket Simulator
You tap the screen for a drop of water to fall into a bucket. Once you fill the bucket up you get a new one and do it again.
Strike Force Presentation
Strike Force: Shooter card game
Strike Force is a turn-based, team card game where players strategize to attack or defend, using a variety of weapons, specials, and items to eliminate the opposing team. Each team has a total of 100 health points, and the goal is to reduce the other team’s health to zero first.
Setup
1.Teams: Divide players into two teams. Each team shares a health pool of 100 HP.
2.Decks: Shuffle the deck of weapon, special, and utility cards and place it in the center.
3.Starting Hand: Each player draws 2 cards.
4.Turn Structure: Each turn has a Buy Phase and an Action Phase.
Phases of Play
1. Buy Phase
- At the start of each round, players can use the Buy Phase to draw or discard up to 2 card for each player on the team to improve their hand. This allows players to strategize based on their role (offense or defense).
2. Action Phase
- Teams decide to attack or defend based on the cards in hand.
- Attack: Players choose weapons and special cards to deal damage to the opposing team.
- Defense: Players use defensive cards to protect their team’s health pool.
Weapons
- Assault Rifles (ARs):
- Ammo: 10 shots
- Damage: 1 damage per shot
- Special Rule: Discard after use
2. Submachine Guns (SMGs):
- Ammo: 10 shots
- Damage: 1 damage per shot
- Special Rule: Discard after use
3. Shotguns:
- Ammo: 1 shot
- Damage: 10 damage
- Special Rule: Discard after use
Specials
- Grenades: 1 throw
- Damage: 10 each player total of 20 (splash damage)
- Special Rule: Single-use, discard after use.
2. Rocket Launcher:
- Damage: 15
- Special Rule: Single-use
3. Riot Shield:
- Defense: Blocks 5, 10, or 15 damage based on the specific shield card. (note, if you use the 15 strength shield for a 5 or 10 damage attack you dont get to keep it and save the remaining heath on it. you must discard it.)
4. Smoke Grenades:
- Special Effects: saves both teammates.
- Defense: Avoid all damage for one round.
- Special Rule: Single-use, discard after use.
Gameplay Example
- Turn Start: Each player draws 1 card.
- Buy Phase: Players can choose to exchange their card to help their team. (1 card change per player.)
- Action Phase:
- Team A decides to attack with one player using an Assault Rifle (10 shots for 10 damage each) and one using a grenade (20 damage).
- Team B decides to defend, with one player using a Riot Shield that blocks 20 damage and another using a Shotgun to deal +10 damage
- Damage Resolution:
- Team A deals a total of 30 damage (10 + 20), but Team B’s Riot Shield blocks 20, so they only take 10 damage.
- Team B’s shotgun deals 10 damage, so at the end of the round both teams lose 10 health.
- End of Round: The round ends, and the next turn begins with each team adjusting their strategy based on remaining cards.
Winning the Game
- The game continues until one team’s health reaches 0 HP. The remaining team is declared the winner.
Playtest #1
My first playtest encountered several challenges that highlighted areas for improvement in the game design and rule set. From the start, players had numerous questions because the rules lacked sufficient clarity . This not only slowed the pace of play but also disrupted the overall experience.
One key issue was the lack of detailed instructions regarding how the ammunition system worked, which created confusion and impacted gameplay mechanics. Additionally, a significant misprint on the shotgun card caused further imbalance. The card stated that the shotgun had 10 shots, each dealing 10 damage. This gave it the potential to deal 100 damage in total, which far exceeded the damage output of any other weapon in the game. This oversight inadvertently created an unfair advantage and disrupted the intended balance of the game.
The feedback from the playtest was crucial for identifying areas to improve and ensuring a smoother, more engaging experience in future iterations.
Playtest #2
The second playtest showed significant improvement in the mechanics, as the initial issues were resolved. With those addressed, new feedback emerged regarding the frequency of certain cards appearing during gameplay.
Initially, I included four shield cards, each offering protection against 5, 10, 15, or 20 damage, and gave them equal representation in the deck. During play, however, it became apparent that the abundance of shields made it difficult for players to deal meaningful damage, which disrupted the game’s balance and pacing. So I removed the 5 protection shield completely. and reduced the amount of shield cards that occured.
Another area of concern was the smoke grenade card, which caused confusion among players. Initially, the card dealt damage when thrown, leading players to interpret it as an offensive item. However, my original intent was for it to be used defensively, allowing players to avoid incoming damage for a single round. To address this, I removed the damage aspect entirely, and during subsequent use, the card functioned as intended, enhancing strategic play.
These adjustments have clarified gameplay mechanics and improved the balance of the card distribution. The playtest provided valuable insights, and these changes have brought the game closer to its intended design. Future iterations will focus on refining the deck composition further to ensure an optimal balance between offense and defense.
Playtest #3
The third playtest marked a significant milestone in the development process, offering a vastly different experience compared to the first two sessions. With the rule set clarified and all prior mechanical issues resolved, gameplay proceeded seamlessly, and no complaints or concerns were raised by the players.
The feedback was overwhelmingly positive, with players fully engaged and enthusiastic about the game. Many offered creative and constructive suggestions for expanding its mechanics, including ideas for introducing new weapons and incorporating features that allow players to influence or control each other’s actions. These suggestions reflect the players’ deep interest and investment in the game.
This successful playtest confirmed that the core mechanics and overall balance are now well-established. It also provided an exciting opportunity to consider future expansions and enhancements. Moving forward, I plan to evaluate these suggestions and explore ways to further develop the game while maintaining its accessibility and appeal.
Whats Next:
Next, I plan to enhance the depth and strategic complexity of the game by introducing special abilities for players. These abilities will include, but are not limited to:
• Sabotage: Temporarily disable an opponent’s weapon for one round.
• Stealth: Prevent the player from being targeted or attacked for one round.
• Overwatch: Automatically launch a counterattack when the player is attacked.
These abilities will add a new layer of strategy by encouraging players to time their usage carefully. To maintain balance, each special ability will have a cooldown period, becoming available for use once every five rounds. This recharge mechanic ensures thoughtful gameplay and prevents overuse of these powerful abilities.
Bradys Bingo Cards
Bradys Bingo Rule Set
in bradys bingo the oldest of the group starts off my choosing an event on thier board and reading it out to the group. if someone in that group says they have done that then whoever asked the question puts a chip on thier board covering that event. once you cover 5 events in a row says BINGO! and they win. if no one has done it then you dont put any chips on the board.
Strike Force Cards
Strike Force Rule Set
Strike Force is a turn-based, team card game where players strategize to attack or defend, using a variety of weapons, specials, and items to eliminate the opposing team. Each team has a total of 100 health points, and the goal is to reduce the other team’s health to zero first.
Setup
1.Teams: Divide players into two teams. Each team shares a health pool of 100 HP.
2.Decks: Shuffle the deck of weapon, special, and utility cards and place it in the center.
3.Starting Hand: Each player draws 2 cards.
4.Turn Structure: Each turn has a Buy Phase and an Action Phase.
Phases of Play
1. Buy Phase
- At the start of each round, players can use the Buy Phase to draw or discard up to 2 card for each player on the team to improve their hand. This allows players to strategize based on their role (offense or defense).
2. Action Phase
- Teams decide to attack or defend based on the cards in hand.
- Attack: Players choose weapons and special cards to deal damage to the opposing team.
- Defense: Players use defensive cards to protect their team’s health pool.
Weapons
- Assault Rifles (ARs):
- Ammo: 10 shots
- Damage: 1 damage per shot
- Special Rule: Discard after use
2. Submachine Guns (SMGs):
- Ammo: 10 shots
- Damage: 1 damage per shot
- Special Rule: Discard after use
3. Shotguns:
- Ammo: 1 shot
- Damage: 10 damage
- Special Rule: Discard after use
Specials
- Grenades: 1 throw
- Damage: 10 each player total of 20 (splash damage)
- Special Rule: Single-use, discard after use.
2. Rocket Launcher:
- Damage: 15
- Special Rule: Single-use
3. Riot Shield:
- Defense: Blocks 5, 10, or 15 damage based on the specific shield card. (note, if you use the 15 strength shield for a 5 or 10 damage attack you dont get to keep it and save the remaining heath on it. you must discard it.)
4. Smoke Grenades:
- Special Effects: saves both teammates.
- Defense: Avoid all damage for one round.
- Special Rule: Single-use, discard after use.
Gameplay Example
- Turn Start: Each player draws 1 card.
- Buy Phase: Players can choose to exchange their card to help their team. (1 card change per player.)
- Action Phase:
- Team A decides to attack with one player using an Assault Rifle (10 shots for 10 damage each) and one using a grenade (20 damage).
- Team B decides to defend, with one player using a Riot Shield that blocks 20 damage and another using a Shotgun to deal +10 damage
- Damage Resolution:
- Team A deals a total of 30 damage (10 + 20), but Team B’s Riot Shield blocks 20, so they only take 10 damage.
- Team B’s shotgun deals 10 damage, so at the end of the round both teams lose 10 health.
- End of Round: The round ends, and the next turn begins with each team adjusting their strategy based on remaining cards.
Winning the Game
- The game continues until one team’s health reaches 0 HP. The remaining team is declared the winner.
Game Prototype – Rotten to the Core – Collab between Sara and Amber
Rotten to the Core is a game about decomposition through the use of various insects and fungi associated with the process of decomposition. The goal is to decompose the body as fast as you can without getting caught! Please read more below to see rules and information!





Game Pieces and Setup:
I had a lot of fun planning and making the game with Amber! Breaking down the playtesting notes that we received was a fun challenge and I especially enjoyed making version 2, because I was able to customize the art for the game! I hope Amber wants to revisit this game in Game Design 2!
Game Prototype – Academic Integrity
This was my first prototype for class! I wanted to challenge the use of AI and how Media Art students viewed it. As a simple fill-in-the-blanks game, it made players attempt to identify what was and wasn’t AI! For more information, read below!
Rules:


AI Cards: (different art styles were used to confuse players!)

Topic Cards:

The Answer Key: (No Peaking!)

This game was incredibly difficult to make, with having to hand sort through Adobe Firefly and the various versions of the prompts it created for me. It was also a challenge to source artists who were not AI on Adobe Stock!
Game Prototype – A Box for my Trinkets
I have SO MANY Trinkets. I know many others can agree that cute little trinkets are so fun to collect and display! But, I need a box for them! In this game, players have two cards they pull from the start, a special trinket card, that gives the player a specific description of a trinket they must find or receive to win, as well as a Trinket Types card that gives a loose description of the types of trinkets they have to collect to win! Players must fulfill both cards to win the game! Read more below for more information!
Though the original rule set has been lost in my process of moving, I will do my best to recreate what the rules were.
RULES:
1.) Each Player will grab on “box” (2-4 players) and place the box in front of them. These boxes are meant to be for the players eyes only!
2.) A large bag full of trinkets will be in the middle of the play area, and two stacks of cards, one red and one blue will be alongside the bag.
3.) Starting with the oldest player, they will grab one red and one blue card from their respective piles. Reading them silently and keeping the content of the cards secret until the end of the game.
4.) The oldest player will then grab ONE trinket without looking. Being careful to keep the trinket hidden and place it into a slot in their box. The player whose turn it is after the oldest starts the game can decide to grab a trinket from the bag or take the trinket of the player who just took a turn. This rule applies to all players after this.
5.) This cycle continues until someone fulfills their card’s requirements, at this time, the player who believes they have correctly fulfilled the card will show the card to the other players who decide if that player wins or not. If the player wins, the game is over. If the player doesn’t win, the game continues, and that player must choose one new card to replace either the red or the blue card.
Example of what the prototype boxes looked like: (I forgot these when I originally prototyped the game in class, so players had to use cups)

These were the red and blue cards:

Inside my bag of trinkets used during playtesting:

Though this game was fun to make and playtest and everyone enjoyed it. It is more of a collectors game and has many small sensitive parts to the game pieces. Professor Ames did say I could make a concept of a really nice set of boxes to come with the game, and make players provide their trinkets and topic cards but playtesting in a classroom with just four boxes and blank cards isn’t much to test. I do not believe this game will return for Game Design 2. 🙁 But I loved making it!
Game Prototype – Stick with the Flock (Returning from 4D!)
Stick with the Flock is a game I created in 4D last semester! it is loosely based on the card game, “heard mentality” except players are meant to focus on learning about other players and maintaining their flock of cute little ducklings. But it has a twist! players can become a “Stubborn Swan” and play the game backwards! Read more below for details!
RULES: (I actually revised it on 12/10/24)



Game Pieces:

Game Pieces in more detail: (Considering this was my final version for 4D I made it fancy!)

Detail on Question Cards:

I think doing a final version of this game I was really proud of from 4D, and applying what I have learned and experienced can really help it feel put together! I do plan to have this game make a comeback, as players did not get to try this final version in class!
Toss salad final
Sorry I forgot to post this but this is our thoughts we wrote down for the Skater Skirmish Prototypes 1-4
The rules and mechanics we really did not have to change at all because it was perfect. The only thing we decided to change was the board itself. We obviously had a few ideas that we could incorporate but it made the game a little bit too complicated. The biggest debate was to either make the player have attempts or a time base system to do their tricks each turn. The time one gave way to many chances to do it, while the attempts forced the game to be more competitive. We did however decide to remove a rule which I don’t I don’t remember the name of. The point of it is that if you successfully complete a trick you can continue to go up the ladder until you complete a difficulty card from every color. The player then gets bonus points from doing it. We had to remove it because an experienced player could win the game within one round. Regardless I’m happy how everything turned out though.
My best game
I would have loved to continue with my game because it was fun and enjoyable to make. The only problem though is that there were more cons than pros. Regardless of it being fun, my friends and family found way too many loopholes throughout the game. Unfortunately decided to scrap the game and go a different route for my final. Me and my group mates decided to make a finger board game that involves a point system for completing tricks. I honestly thought it was a very unique idea that I have not seen before. We all agreed immediately that we would do this for our final. It turned out great in my opinion. We want to potentially make a sequel somehow next semester maybe regarding certain signature tricks that involve specific skaters. Big one being Tony Hawk obviously. I loved the game I made but this game was by far the best one for all of us.