Review on Beck’s Game (Tattoo Parlor)

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? Looking at everyone else’s drawings and ideas for the prompts.

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?  No I wouldn’t change anything.

What should be improved with the next version? Nothing, keep it just how it is.

Descibe the game in 3 words?  Fun, creative, unique

Game Rules for Art Heist- Colin Kenny

How to play Art Heist

For 5 players

SET UP

Place the five decks of cards (paintings around the room, front side facing outwards. At the start of the game each player is assigned a number from 1 to 5. Each player takes a voting card (ace through five) of every value other than theirs. This becomes relevant later.

Then each player draws a roll card. If you draw a king, you are a museum-goer, and are on the innocent team. If you draw the joker, you are the thief.

HOW TO PLAY

The thief must try to inconspicuously “steal” all five paintings by flipping them so that their back side or ‘imitation’ side is facing outward. This game is best played at a party or other crowded social gathering so that players can be easily distracted. If the thief steals all the paintings or 20 minutes has expired, they win!

The museum-goers’ goal is to catch the criminal in the act and get them voted out of the museum. At any point when someone spots a stolen painting (yes, the thief can self report) or someone catches the thief in the act, the timer is paused and all players must gather. They will have two minutes to discuss who they think the thief is. After two minutes have elapsed, the players will vote using their voting cards for the player they think is the thief.

If the voted out player was a museum goer, they are not out of the game and can still vote, but they cannot speak during the discussion periods anymore.

Connors game(Buccaneer Builders?)

My play test for this game was very brief but the concept is really fun that you get to build your own ship and battle against each other. It was really fun as well as complex which was a nice touch to the game and gave it a nice competitive aspect to a very fun game.

Shark Frenzy Review

I played this game I believe two weeks ago and the executions where done right but I feel like if you wanted to you could add the actual pictures of the sharks with the typed out fun facts(and yes I understand that this was a first draft of the game) or possibly adding a diverse selection of sharks that are more obscure species for those who know more about the marine life so they can also test themselves and see what they know about that specific species of shark. I would love to see an updated version of this!!!

The Tattoo Parlor 

I really enjoyed this game and I think it has so much potential! The art for this game could be super super cool and I hope you experiment with that! 

  • What was the most frustrating moment or aspect of what you just played? People not having the same humor as me, but you’ll have that in any party game like this so it’s really not that big of a deal. 
  • What was your favorite moment or aspect of what you just played? I really enjoyed drawing and seeing how everyone else interpreted the same tattoo prompt. 
  • Was there anything you wanted to do that you couldn’t? Maybe add color? But other than that, not really. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? 
  • What should be improved with the next version? I would clarify the end of the game. I would maybe put the first to X amount of cards instead of 8 rounds, because at the end of the rounds it is possible to have a tie. The inclusion of the Cards Against Humanity cards was nice but I would love to see your own cards! As a couple ideas: You could also add the option of making players draw in a specific tattoo style like traditional, minimalist. Another idea would be to have players decide where the tattoo would be placed (like arm, leg, back, etc.) or that could also be a card in itself where players need to draw a back tattoo fitting the prompts. 

Describe the game in 3 words. Funny, creative, dirty (a lil)

Decks Out – Dillon

  • What was the most frustrating moment or aspect of what you just played? The rules were a little bit confusing at times, although they probably would be more easily understood if I had more experience with role playing games. Additionally, the game seemed like it would go on forever because the board was so big everyone could kind of just stay away from each other and no one would actually die. 
  • What was your favorite moment or aspect of what you just played? I like how the dice determine so many different aspects of the game like your character, abilities, what loot you get, etc. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have the opportunity to battle with other players more or maybe do more actions that affected other players. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think I would make it easier for players to run into each other to battle, but not too easy. 
  • What should be improved with the next version? I think mostly the rules could use some clarification. You could also add some wording that will prompt the role playing aspect of the game a little bit more to get players that aren’t as familiar with role playing games like myself into the story. It might also be interesting to not have all of the players start at the same place; there can be multiple entrances to the dungeon so that some players don’t die right away. Also maybe make the board a little bit smaller or have a board that adapts to the amount of players in the game so that the playing area isn’t too big for 3 players or too small for 6 players. 
  • Describe the game in 3 words. Intriguing, combat, imaginative 

I may leave a comment on your rules post with a few more suggestions! I look forward to seeing where this game goes.

Dare the Deep – Evelyn 

  • What was the most frustrating moment or aspect of what you just played? A lot of the gameplay being entirely luck-based. The dice would not give me the numbers I wanted. Also, running out of oxygen immediately, but that was also partly my fault. 
  • What was your favorite moment or aspect of what you just played? I really like the concept and art of this game. I think it has a lot of potential. I also liked seeing what little treasures I collected each turn. 
  • Was there anything you wanted to do that you couldn’t? I wanted to be able to buy more oxygen tanks or be able to make more strategic decisions besides just relying on the dice to give me the numbers I wanted. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Have more risk as you move further down in the water. 
  • What should be improved with the next version? I would make it riskier the further you go down in the water, like maybe the numbers that you need to get get smaller and smaller as you go down. I think it would also be cool to be able to buy oxygen tanks with the gold coins. I think it would be nice also to have player mats. 
  • Describe the game in 3 words. Luck-based, creative, enthralling 

HW

  • Question Set 1
  • what is the difference between a game designer and a game developer?
  • Game designers are responsible for the conceptual side of creating a game, including the mechanics, the story, Avatar concept, level or round concepts, and overall player experience. Whereas the developers are the artists and creators who actually create the physical game to be a real thing.
  • what commonly occurs during the game development process?
  • Conceptualizing, brainstorming, prototyping, art style planning, arranging core mechanics, building parts
  • what are the challenges of balancing a game?
  • making everything make sense and have a clear reasonable end purpose in the game
  • what should every player of your game believe? why?
  • They should believe that this will be not only fun, but also witty, because there are many aspects of this game that you can literally do by yourself, or with 6 people. A lot of versatility.
  • how can you avoid stealing players fun?
  • By making the mechanics not too complicating, nor simplistic either. Balancing it out.
  • what 10 maxims should you follow when writing rules?
  • 1. Use real words rather than made up jargon
  • 2. Make no more work than necessary when it comes to laying out the steps
  • 3. Make it understandable so that anyone can comprehend your writing
  • 4. Be concise, Keep rules as short as possible without sacrificing essential details
  • 5. Organize rules in a logical order. Go from start to finish as though you are playing.
  • 6. Use examples, don’t just name a card, describe whats on it as well
  • 7. Use visual aids, include diagrams or pictures that correspond with what you’re talking about
  • 8. Anticipate questions so that you know what to explain for a new player in the final rules
  • 9. Separate setup and gameplay rules so that it’s not confusing
  • 10. Make the rules engaging and approachable.
  • Question Set 2
    • how has play testing changed your game?
    • Play testing allowed me to discover that anyone can play this game solo, and that multiplayer is only necessary when one wants to compete more. It also gave me other outlooks in terms of how much I can add to the game, to not only make it more engaging, but more competitive as well.
    • who from class would you like to play test your next game or version 2 of your first game?
    • Dylan. I also wanna play his game too. Maybe Evan again as well.
    • who is the audience for your game?
    • My target audience is a group of people, such as a group of artists, classmates, family, or friends. I don’t want my game to be too niche to the point where its too exclusive to be enjoyed by anyone. I’d rather share this game with as many people as possible.
    • who should play test your game outside of class?
    • Johnny, Kiora, Robert, maybe family too

Week 8

Question Set 1

  1. What is the difference between a game designer and a game developer?
    • A game designer’s skill revolves around the game’s aesthetics. This includes concepts, plots, settings and textures for a game. A game developer writes the code and oversees the technicality of a game. Additionally, they implement the game designer’s concepts into the game.
  2. What commonly occurs during the game development process?
    • In the development phase, the game rules and mechanics are established. All of the final touches are made, and the rough edges are smoothed. When all is complete, the final game submission is ready to market by the developer.
  3. What are the challenges of balancing a game?
    • The primary challenge is one of numbers. Larger numbers of components create exponentially large numbers of possible interactions, with the potential to have an unbalanced interaction. The second challenge is the idea of “costing,” and how to deal with its complexity. Making a move, or using components always has a cost.
  4. What should every player of your game believe? Why?
    • A player must believe they have some reasonable chance to win until the game ends. This makes the game fun, as players have a goal to work towards.
  5. How can you avoid stealing players fun?
    • Don’t kick a player out before the game is over, never create a king chooser, don’t reward the leader, include inherent deceleration, and a player’s ability to influence other players should fall between “none” and “lots.” Finally, don’t force a reverse.
  6. What 10 maxims should you follow when writing rules?
    • Use no intermediary terminology
    • Use real words
    • Make no more work than necessary
    • Add flavor
    • Make your text no smarter than your reader
    • Discard rules that can’t be written
    • Take a breath
    • Go easy on the rules
    • Get your final version play tested
    • Fix it in the FAQ

Question set 2

  1. How has play testing changed your game?
    • Witnessing other people play my game helps me understand what I need to adjust. Whether it be the rules, or the design, criticism is always appreciated. In the end, I get to make my game something for everyone to enjoy.
  2. Who from class would you like to play test your next game or version 2 of your first game?
    • If I would have to choose, I think Evelyn should play test my game. She is really good at analyzing a problem, or quick to pick out something that doesn’t make sense. She has critiqued my board games which has helped me further develop them.
  3. Who is the audience for your game?
    • For most of my games, I’d say my target audience is my age group. I make my games complicated enough for older audiences to understand, not something a child would find easy. Additionally, I enjoy playing games with my friends, so my games typically pertain to my generation.
  4. Who should play test your game outside of class?
    • My friends, because I can trust them to be blunt with me. My friends aren’t afraid to tell me if something is wrong, so they will straight up tell me anything I need to know. Even yet, they can help brainstorm different concepts they’d like to see in my game.

Gallery Grippers Game Review

  1. What was the most frustrating moment or aspect of what you just played?
    • There is a lot of information to consider. Everything can be a bit confusing at first, which is why the rules need additional clarification.
  2. What was your favorite moment or aspect of what you just played?
    • I liked the challenge of trying to make it to the exit. When I have a ton of paintings, I get nervous I will get caught when trying to make it back to the exit. This adds some suspense to the game.
  3. Was there anything you wanted to do that you couldn’t?
    • I wanted to use my cards more often or put them to better use. The only time you use the cards is when you set off an alarm or if you get caught by security. Maybe there could be a way to get cards with different powerups?
  4. If you had a magic want to wave, and you could change, add, or remove anything from the experience, what would it be?
    • Add a way to mess with other players. Maybe a way that we can either help each other out or use cards to take paintings from other players.
  5. What should be improved with the next version?
    • There should be more established rules, with more clarification on cards and tiles. I think that the math system should be more clarified, because it was tricky for me to understand it at first.
  6. Describe the game in 3 words.
    • Challenging, interactive, intriguing

Game prototype review

The way play testing affected me at least is the different ways people view the rules and game itself. For instance, I had Owen play test for me outside of class and he found a way to exploit every rule I made. Pretty much the game I made is for game players like Owen. It sucks that he was able to exploit all of the rules I made but without play testing none of us would be able to figure this situation out. If we were to release games like this without play testing, all of our games would fail because we need people like that to exploit the games in order to fix it and make it better. Other than that, all the other games I have played could not be exploited like that which is good.

Week 2

BEAN GAME

I played this game (I forget how to spell it but it was the bean game)

Was it fun?

It was 100% fun after we learned how to play it haha

What were the player interactions?

the trading aspect was the main one and we all added accents and made it even more fun to play.

How long did it take to learn?

the initial game more than likely took us about 10 min to fully understand

Would you play it again?

Yes now that I have the knowledge to play it effectively I feel I can truly embrace the full effect of the game.

Questions from dominion

(I believe the game was dominion)

  1. Was it fun?
    • at first it was hard to understand the game but after we all figured it out it was a blast
  2. What were the player interactions?
    • The main interactions that I remember us having where just “negotiating” where to put tile pieces to help eachother out.
  3. How long did it take to learn?
    • This game probably took us about 20/25 minutes to get the general consept of the game down.
  4. Would you play it again?
    • I would 100% play this game again
  5. Analyze the game using the 3 act structure.
    • The three act structure of this game that I would say is in play is the drawing phase, the placing phase and finally the point gain phase I believe (more than likely wrong with that one haha)
  6. What are the collaborative and or competitive aspects of the game?
    • one of the collaborative aspects is the fact that we would negotiate with eachother where we should put some of our tiles so that we can help eachother out in the long run. one of the competitive ascpects of this game is in all honesty the same as the collaborative aspect due to you having to choose to help people or help yourself which I found really fun.
  7. What is the game’s metaphor and which of the game’s mechanics standout?
    • In all honesty I don’t know what this games metaphore is but one of the mechanics that sticks out to me the most is the gardening aspect and how you can gain a multitude of points by placing just one piece on the board.