- What was the most frustrating moment or aspect of what you just played? At first, there was no reason for us to not just play all of our combat cards and almost kill the other players in one turn. I think there needs to be an opportunity for more strategic decisions.
- What was your favorite moment or aspect of what you just played? I liked the pixelated art style. Although this type of game isn’t my favorite, I could see it working for your target audience.
- Was there anything you wanted to do that you couldn’t? I wanted to have a better way to keep track of my HP, rather than just keeping track of it on a piece of paper. I also wanted to have a store of ammo so that it isn’t just deciding how much ammo you want to use and it essentially means nothing because there was no penalty for running out.
- 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 want a lot more strategy in the game.
- What should be improved with the next version? A couple suggestions that I have, in addition to what I already mentioned, would be to include a 3, 2, 1 and then lay down the cards, a better way to keep track of bullets and ammo (physical bullets like in Bang?), make sure that the cards aren’t see-through. I would also work on some of the mechanics so that players can have more strategy. I wonder, too, if there are some fun physical elements that you can incorporate to enhance the experience, aside from the cards.
- Describe the game in 3 words. Competitive, team combat
Game review
Kelsey’s and Grace’s game
Was it fun? Yes I thought it was really simple and fun to play. What made it better is when somebody could not solve a riddle so the players just end up grilling each other. The interactions were funny to be honest, just everyone trying to solve some of the riddles is awesome. I can not talk because I don’t think I got one right. To learn the game it took under two turns for me at least. Honestly everything is very simple and easy to learn and I cant really think on anything that can be improved. You know you did a good job when Owen can’t exploit your game somehow.
Game Maker Notes & I Voted Sticker
Review on Kelsey’s and Grace’s Game
What was the most fruatrating moment or aspect of what you just played? Landing on or crossing through a bridge and not knowing the “correct” answer to a riddle.
What was your favorite moment or aspect of what you just played? Even though I couldn’t solve some of the riddles, I still thought that the concept was fun. I also like that the chance cards caused havoic.
Was there anything you wanted to do that you couldn’t? No, I dont believe so.
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would never have gotten my second riddle at the end wrong.
What should be improved with the next version? Nothing, keep it just how it is.
Descibe the game in 3 words? Fun, creative, challenging
Review On The Birds and The Beavers – Tori and Evelyn
What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating at all.
What was your favorite moment or aspect of what you just played? I loved the space that allowed you to challege players from the other team and who rolled the lowest number lost a life.
Was there anything you wanted to do that you couldn’t? I wanted to be able to trade in the resources that I could not apply to my nest with ones that I could use.
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add the ability to be able to trade resources with others or trade in 4 of the same resource for another.
What should be improved with the next version? Addin trading aspects and make itmore clear if you can gain back lives from a player on your team.
Descibe the game in 3 words? Cute, Challenging, Fun
Rules for War of The Survivors- Alana, Kiya, Lauren
BTS
This is how I made the card tiles look in my most recent prototype, Freezing Frolly. Though I did this project with a partner, I may incorporate this design in another solo project that I am going to do for the final (Gallery Grippers)
“Manor of the Damned” Prototype – Evan Schmetzer, Dillon DeSantis
Evelyn: Question Response
- Question Set 1
- what is the difference between a game designer and a game developer? Perhaps the difference is similar to the difference between UX/UI Design? Design focuses on the creative aspects and implementing the game metaphor whereas developers are responsible for iterations and game mechanics.
- what commonly occurs during the game development process? Playtesting prototypes and then further iterations based on observations from these tests. Refining game mechanics. As prototypes become more refined, materials should become higher quality.
- what are the challenges of balancing a game? Some aspects that game creators must consider when balancing are the difficulty levels, resources, power dynamic, risk factors, and freedom vs structure. For example, a designer doesn’t want the game to be so hard players get discouraged and give up but still want to present a challenge that is satisfying to overcome.
- what should every player of your game believe? why? Players must believe that what they are doing is meaningful to the game. If they are not motivated or do not believe that they have agency, they will not enjoy it or be immersed in the game. Satisfaction comes from a feeling of completion and usefulness. Taking this away takes away satisfaction.
- how can you avoid stealing players fun? Don’t overcomplicate the game in initial stages (it’s overwhelming). Let difficulty be realistic and choice be meaningful. Be aware of time – find the balance between length of tasks and satisfaction from completion. Providing freedom of choice can increase players’ fun. Overall, being clear with instructions and mechanincs and making it as intuitive as possible.
- what 10 maxims should you follow when writing rules? Be Concise, Be Consistent, Be Clear, Be Logical, Use Concrete Examples, Avoid Complexity, Provide Logical Flow, Anticipate FAQs and clarify, Keep Choices Meaningful, Playtest the Rules!
- Question Set 2
- how has play testing changed your game? Hearing other perspectives is helpful to sort through mechanics in real time. It helps confirm certain choices and send me back to the drawing board with others.
- who from class would you like to play test your next game or version 2 of your first game? Amber; She has played all of my games so far and has a good understanding of my iteration progression. Then again, I think it would be equally as helpful to have somebody random test my games!
- who is the audience for your game? My first game – GoViral – 13 – 55 year olds. I think this one is extremely flexible though and can easily be made relevant to whatever age group is playing. Counterfeit Couture’s audience is 13+. It might do best with those who are more aware of fashion (16+?). I think my last game Dare thee Deep makes a good childrens game. The Bees and the Beavers could also be a cute kids game while also being fun for older crowds.
- who should play test your game outside of class? My family and friends of different age groups and interests.
Rotten to the Core Rules – Collab with Sara
Evelyn and Tori: The Birds & The Beavers
Game Rules for Type Test- Colin Kenny
Players create a group chat through text messages or any application they want. The player who spends the most time on their phone is the first prompter. The draw a prompt card from the deck and copy it exactly into the group chat. As soon as the message is sent, all other players race to type and send the exact message back to the group chat. The first to do so end gets the card as a point. If there is an issue, the first message to pop up on the promoters end wins the point. They then become the next prompter. Each player may only send one message per prompt. If they are incorrect, they are disqualified from the round. If no one is correct, the prompter draws another card and repeats the process. The first player to get 4 points wins.
Game Notes Part 2- Colin Kenny 10/15/24
conners game, boats builder review
1. the pieces wouldn’t stay on the small little matt to build the boat.
2. the speed aspect was a lot of fun.
3. their wasn’t really anything that i wanted to do.
4. larger matt and a way for things to stay on that board a little better without rolling would be
5. nothing need changed, its perfect.
6. wood, boat, build.
Review on Reese’s Game
What was the most fruatrating moment or aspect of what you just played? I wouldn’t say that the game was frustrating at all, just depending on. what you would roll you would always have to fight the guards.
What was your favorite moment or aspect of what you just played? The gamble aspect of each roll, like each time you rolled it was risky.
Was there anything you wanted to do that you couldn’t? No, I dont believe so.
If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Add maybe a few more spaces that caused havoic or a way to sabatoge other players moves,.
What should be improved with the next version? Add value to the paintings
Descibe the game in 3 words? Fun, challeging, competitive