Playtest for Broken Mime

  1. What was the most frustrating moment or aspect of what you just played? I think that the list of tasks that the players are supposed to mimic need refinement. Some of them seemed way too easy, while others felt nearly impossible.
  2. What was your favorite moment or aspect of what you just played? I like the way that it stimulates humorous table talk. It brings out some personality in players. It involves quite bit of movement, so everyone gets a chance to perform fairly regularly, while others are kept entertained. There’s not much time for boredom.
  3. Was there anything you wanted to do that you couldn’t? No, not off the top of my head.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? With a change in the mechanics that keep the difficulty roughly the same throughout all the tasks, the game could be a new spin on the old Charades classic.
  5. What were the mechanics and how well did they work during your play? The mechanics were competitive and team/turn based. They worked well. The rules were clear and easy to follow. The pace of the game felt good.
  6. Is this a game you would play again? Absolutely. I think this game would be great at parties. I could see different versions sold for adults as well as children. I think it’s also one of those games were a little bit of alcohol for social lubrication could really take the fun to a new level of fun and funny.

Game Response Questions – Honey Heist

Was it fun? Absolutely, once we all got into the spirit.

What were the player interactions? The player interactions were quite humorous, as we all pretended we were bears trying to do uniquely human tasks.

How long did it take to learn? Since the game involved more of a sandbox experience with no turn based rules, I feel like it took more time getting into the story than it did learning the rules.

What was the most frustrating moment or aspect of what you just played? I think the most frustrating aspect is that the game seemed only as interactive as the least interactive player.

What was your favorite moment or aspect of what you just played? The laughs. The laughs. The laughs. I really enjoyed the character creation sheet, both pages.

Was there anything you wanted to do that you couldn’t? I wanted a simpler way to collaborate with my teammates. The story kinda kept us apart.

If you had a magic wand to wave, and you could change, add, or remove anything: I would add more depth to the bear characters, including attribute scores.

Is this a game you would play again? Yes, because I enjoy the humor, socializing, and open ended structure.

Analyze the game using the 3 act structure. The opening act would be the setting up of the characters with roles and attributes, along with a goal/statement of purpose. The second act involves the majority of the fun, where each player adds their own unique personalities to their humorous roles as bears trying to steal honey.

What are the collaborative and or competitive aspects of the game? I found the entire game to be collaborative.

What is the game’s metaphor and which of the game’s mechanics standout? The game mechanic that stood out the most was the lack of game mechanics. Aside from act 1 (in which players learn their roles) and act 3 (where the players actually end up as a bear or a criminal) are we bothered by the mechanics of starting and finishing the story. The second act, where the majority of the gameplay takes place, is fairly open ended.

Playtest for Quads

  1. What was the most frustrating moment or aspect of what you just played? In my opinion, the game felt much too much like poker, and therefore didn’t feel very compelling to me.
  2. What was your favorite moment of aspect of what you just played? I enjoyed to social aspect of the game. Much like poker, friendly crosstalk is allowed and can add to the enjoyment of the game.
  3. Was there anything you wanted to do that you couldn’t? I felt like the pace of the game was much too fast. I wanted to slow things down.
  4. If you had a magic want to wave, and you could change, add, or remove anything from the experience, what would it be? I would definitely add more variation and depth to the gameplay, to move it past the goal of acquiring simple-ish poker hands.
  5. What were the mechanics and how well did they work during your play? The mechanics were familiar and smooth.
  6. Is this a game you would play again? No, simply because the game seems very similar to poker, and I’m not enthusiastic at all about poker.

New Ideas on Collecting

(apologies for posting this so late – better late than never I guess)

  1. Set amount of cards based on the number of players. To begin you take turns picking all the cards one at a time (strategy/psychology of the game in paying attention to the cards others choose) There’s also a money pile. Then based on what cards you took, you take action against each other and take whatever money you get from what happened. You do this three times and whoever has the most money wins.
  2. Building the perfect music company – trying to collect the most “talented” artists – you start with base characters and throughout the game build up their strengths (and sometimes weaknesses) to create the most talented group or company of musicians/singers
  3. Society kind of thing where you build your army for world dominance or just your quiet little villages – so like amassing funds, resources, people, homes, etc etc
  4. Collecting design pieces/tiles that you must try to replicate a design but you are picking up pieces every round and can lose certain pieces that don’t allow you to complete the design so it’s a sort of race to complete and gather correct pieces fastest
  5. Hidden Objectives kind of game – there’s something you have to complete but noone knows so you gotta secretly work toward a goal of sorts.

Sara Estus – Animation Studio (5 loops)

For my looping animation project, I wanted to create a unique narrative about a baker who had recently lost her feline companion.

In the story, she is struggling with grief, and in her saddest moments, she decides that the best cure for sadness is to return to your roots in what you love – in her case, she of course decides to bake! Following her passion, she gets into the kitchen with the main ingredient of love, and creates her new companion, well, a much “doughier” version!

Please watch ‘The Baker’s Cat” below~

  • 72 Frames in total

The Process:

Starting out with an idea of how I wanted to utilize my concept I right away went into Procreate and created a really messy storyboard based on what I intended to be the first loop, the exposition. Below I’ve also attached my notes on ideas, and the 5 steps I needed to cover.

*Sorry for the lighting*

Following my notes and pretty messy storyboarding, I polished my ideas a bit more and made all 5 scenes:

The Loops:

Based on my storyboards, I began to draw my frames and create the loops. I worked on polishing and playing with transitions for added effect

Loop 1 – Exposition:

Loop 2 – Rising Action:

Loop 3 – Climax:

Loop 4 – Falling Action:

Loop 5 – Resolution

Full Animation, without restriction on frame count:

Reflection:

I did enjoy this project a lot, and I think I had a generally easy process because I tried to maintain a simple art style and a relatively common concept of grief and healing (of course, with a bizarre twist). I think if I did this project again, I’d go more into finalizing the animation. I struggled quite a bit with the idea I had of adding sounds and music, and I think it is due to animating completely in Procreate, with a very simple 1 frame per second. Most of the software I tried to use, such as Stop Motion, wasn’t able to provide the control I wanted, and I dove into Adobe Premiere Pro, which was too much for a single-minute video. I haven’t given up, though, on adding sound and music; hopefully, I can have an update to this post soon!

Strays: Rules, Board, and Cards Ideas

🟢 BONUS MOVES (6 cards)

1. Zoomies! — Move forward 3 extra spaces.

2. Sniff Something Familiar — Move to the nearest Red house space.

3. Fetch Champion — Roll again and take another full turn.

4. Neighborhood Shortcut — Jump across one Alley to any connected Street.

5. Lucky Bone! — Gain +2 points instantly.

6. Treat Time — Draw one extra Fetch Card this turn.

🔴 PENALTIES (6 cards)

7. Caught by the Dogcatcher! — Skip your next turn.

8. Lost Collar — Move back 3 spaces.

9. Rainstorm! — All dogs lose 1 move next round.

10. Wrong Yard! — Lose 2 points for trespassing.

11. You Chased a Cat — Move back to your previous intersection.

12. Dropped the Bone — Discard your lowest-value house token.

🟡 TRADES & SWAPS (6 cards)

13. Playdate — Swap one house token with any player.

14. Friendly Bark — Choose one player; both of you draw 1 Fetch Card.

15. Steal the Spotlight — Take one random card from another player.

16. House Swap — Exchange your highest-value house with another player’s.

17. Pack Instinct — Move to share a space with another dog; both draw 1 Fetch Card.

18. Good Neighbor — Give one Red house to another player; gain +2 points for kindness.

🟣 CHALLENGES (6 cards)

19. Dig for Treasure — Roll the die; on 5 or 6, gain +3 points. Otherwise, lose 1 point.

20. Bark-Off! — Choose another player; both roll. Higher roll gains +2 points.

21. Hide the Bone — Roll the die; on even, draw another card. On odd, skip next Fetch action.

22. Obstacle Course — Move through two hydrant spaces in one turn to earn +4 points.

23. Sniff Contest — First player to reach a blue house gains +2 bonus points.

24. Runaway Mail Truck — All players move 2 spaces backward.

🔵 EVENTS (6 cards)

25. Garbage Day! — All Red houses are worth +1 this round.

26. New Family in Town — Add a new Red house token to any empty space.

27. Full Moon Frenzy! — Every player moves again immediately.

28. Squirrel Chase! — Roll a die: 1–3 move back 2 spaces; 4–6 move ahead 2 spaces.

29. Friendly Fire Hydrant — Gain +1 point for each hydrant you’ve passed.

30. Dog Park Meetup — Every player draws a Fetch Card.