Brayden Bauer Week 3 Game Design HW

Galactic Wars is a space exploration game that requires the players to work to complete missions, explore nearby planets, and defend against threats to you and your fellow players. Use tools like maps, ship upgrades, and communication items to help you further reach the goal of exploring the galaxy.

Manor Mystery is a cooperative mystery solving that that requires the players to work together and discover clues, solve riddles, and piecing together the story to solve the mystery of where Romo is. Collect tokens, abilities, and story cards to aid your ongoing investigation.

Ecoworkers is a strategy based game that requires you and the other players to work together to build and sustain a thriving ecosystem. Thrive and your ecosystem will only grow. Players collect resource cards, blueprints, and hazard cards that can affect your ecosystem in any way.

Zombie Survival( Sorry I couldn’t think of a better name) is a survival based game that requires you and your teammates to reach the safe zone in the upper sector. Survive and escape the zombie apocalypse that plagues your land. Survivors collect weapon cards, blueprints, and caution cards to either advance or retreat your forces.

Planetary Circuit is a race to the finish where your racer and pit crew has to race to the other side of the Earth to reach the checkered flag before any other teams. Collect item cards to slow other racers down or to speed yourself up. Avoid map hazards or face the consequences of your actions.

Week 3 – Competition Vs. Collaboration

Game Idea Haiku (Card drawing concept):

A roulette of a game
based on skill and art that show
how fast you can draw

The deck is shuffled
the card is pulled from the deck
and the pencils move

who’s will be the best?
Pick which drawing is better
the details win all.

5 Collaboration game ideas:

  1. Miner inconvenience is a party game in which the players take turns working together to mine a big chunk of diamond ore by choosing cards that determine how many swings of their tool they earn.
  2. Plot hunter is a mystery game where players must complete a story by choosing five random card phrases to play before the time runs out.
  3. Monster Hunter Madness is a party game in which someone hides little monsters around the area while the players compete to find the most monsters by using their net to catch them.
  4. Blind barrage is a problem-solving game in which one blind folded person must adhere to the requests of the other players (taking turns giving commands) as they try to navigate through a maze. If they step on the line, they have to restart (they are timed).
  5. Balling boys is a party game in which each player is given a set number of balls they must shoot into a goal after spinning a wheel on how many attempts per ball they have to make it in.

Forbidden Island questions

  1. Was it fun?
    • Yes, the game was a little tricky to figure out, but once we figured it out, it was a very enjoyable experience.
  2. What were the player interactions?
    • Each player is assigned a specific role that has its own unique ability. Together, everybody must collect all of the treasure before the whole island sinks.
  3. How long did it take to learn?
    • I’d say that it took about 10 minutes to learn, since there was a lot to the game to cover.
  4. Would you play it again?
    • Yes, most definitely.
  5. Analyze the game using the 3-act structure.
    • The beginning of the game was the setup process, which includes placing the tiles in a specific pattern but not a specific order. This includes the treasure pieces and cards that are also placed out.
    • The middle of the game was the bulk of the story, where players interact with each other to find the treasure pieces while the island tiles start to sink.
    • The final act of the game, the end, is when most of the tiles start to sink or are already sunken, and the players must make their way back to the helicopter tile to leave with the treasure pieces.
  6. What are the collaborative and or competitive aspects to the game?
    • The collaboration between players was based off of their respected role, whether it was navigation, messaging, being the pilot or the engineer. Each player helps one another out in order to prevent the parts of the island from sinking.
  7. What is the game’s metaphor and which of the game’s mechanics standout?
    • The game’s metaphor is “Adventure, if you dare” and the mechanics of collecting the treasure pieces on a sinking island feed into that aspect. Other mechanics including using sandbags to recover parts of the island make sense in regard to the metaphor of an island adventure.

Bean Game

  1. Was it fun?
    • I would say that this game was fun, there was an aspect of luck when it came to drawing your cards so I enjoyed that. But sometimes it would be frustrating finding the cards you needed.
  2. What were the player interactions?
    • The player interactions consisted of trading for other beans when you didn’t need them, and by screwing over other players by not trading with them so they have to plant a bean they don’t need.
  3. How long did it take to learn?
    • It was pretty easy to learn, more or less just takes a second to pick up on the drawing and placing aspect, and when you get coins from gathering your beans.
  4. Would you play it again?
    • Yes, would play again.
  5. Analyze the game using the 3 act structure.
    • In the beginning, you are starting out with no coins and small bean plants. In the middle, you start to get coins, your bean plants get taller, and you possibly get a 3rd field. At the end of the game, everyone counts their coins and sees who wins.
  6. What are the collaborative and or competitive aspects of the game?
    • Collaborative / competitive aspects include trading and making sure people don’t have their beans that they need.

Card Game Designs

  1. Card Darts
    • This game isn’t necessarily a card game, but it involves cards so not sure where to draw the line. This game involves using metal playing cards or trading cards, and throwing them at a block of styrofoam. It’s essentially darts but with cards. I plan on looking deeper into this one to see how you can spice it up, like involving a game of war and whoever wins each round gets to throw a card.
  2. 3 Card Poker Slots
    • This game is a game in which revolves around luck mostly at the moment, but needs to be dug deeper into. The game involves a dealer giving you 3 cards at random, and if you hit a certain hand (2 of a Kind, 3 of a Kind, Straight, Straight Flush, Royal Flush) you get a payout depending on the rarity of the hand. It’s almost kind of like gambling… well it’s gambling
    • Draw from the deck’s heart,
    • Match pairs, discard with each turn—
    • Count and claim your score.
  3. Match Maker
    • The idea of this game is simple. You get a standard deck of cards and deal 5 cards to all 2-4 players. Your goal is to get matching cards and place them face up in front of you. The players will take turns drawing cards, and if you get a second number that you have (EX: you have a 2 and during your turn you draw a 2) you place it in from of you face up and say “Match”. At the end of each turn though, you must discard one of your cards in order to keep the game moving and to avoid people hoarding cards. The person with the most matches when the deck runs out is the winner.
  4. Low-Card Blackjack
    • Ah, yet another way to gamble our points away. This game isn’t for the faint of heart. The idea of Low-Card Blackjack is pretty easy to understand. In this game, your goal is basically to be as close to 11 as possible, rather than 21. The uniqueness of this game is because it is designed to make people upset at their “points wagering” abilities. In a standard deck of cards, the most common card is a 10, whether it’s actually a 10 or a face card. So more than likely, you are going to bust when a hand is dealt to you. Instead of being dealt 2 cards, you are going to be dealt 1 card. That one card makes it interesting since if you happen to get a lowcard such as a 2 or 3, you basically have to hit since the dealer is most likely going to have a higher card than you, but at the same time you won’t want to hit since you are most likely going to go over 11. Just like Blackjack, if you get an ace and a 10, your payout is more. The game may seem complex in my description, but it is rather simple.
  5. Bobby Mo Go Fish
    • First of all, who doesn’t enjoy a game of go fish. For this game, I would like to put a spin on go fish in some way but make the entire deck Robert Morris themed. I enjoyed designing cards last semester during my 4D Design class, so this would give me the chance to design more cards again. But alongside that I need to find a way to put a spin on Go Fish; a rather simple game.

questions week 2

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?

Large jumps like a flee, being able to Cary things larger than you, being able to be picked up by the wind.

2. Who are you making games for?

People like me. people who want a layer back game with no overly complicated rule sets but really nice art and visuals to make the game fun to keep coming back to.

3. Who will be your play testers outside of class?

My friends and if i have time to go home my younger brother definitely.

  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules?

uno, war, games like Minecraft and slime ranchers or other games where the rules aren’t written you just come acrost what you can and cant do.

  • How do you define what a game is?

a game is an experience that has rules and a desired outcome/ way to win.

  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming?

i really cant remember my gate way game, most likely it was one of the games on my leap frog but wears my water and a tinker bell game were some of the first mobile games i ever had/ remember. Mario cart is one game i feel like can be very helpful to start with, it can take time to understand all of the controls but their are ways to minimize what someone has to remember. that i one of the games my brother played to start onto video games, i feel like games similar to uno or go fish are good starting games for card games.

  • What features do gateway games share?

simplicity in rules and straight forward gameplay.

  • How does luck and strategy factor in to game play?

some card games are very luck based because you relay on what cards you end up pulling out of a deck, but they are also strategy because you have to understand how to use your cards in the most beneficial way. many games relay on strategy, if you don’t have some basic stratigay for how you want to even if its as simple as knowing the way to win. but their is also strategy in button mashing, cuse subconsciously you learn what buttons are most likely to get you where you need. you can also be so good at timing and still need.`

Brayden Bauer Game Design Week 2 HW


Some of these I may have mentioned last week. Just FWI

A bomb war. 

It’s a game me and my friends made when we were in high school and never really finished making it. It’s similar to the card game “war” where the players draw from a deck and play a card. Higher card wins. The a bomb part is where an ace comes into play. The a bomb trumps every card other than other a bombs. Depending on the suit will determine if your a bomb is better or not. 

Smash bros inspired game( still thinking of different characters to use)

The two players each have a deck filled with cards. Each turn the players draw two cards either being characters to put into the field of play or items that can negatively or positively affect the field of play or characters. There are different maps the players can collect that can again change how your cards are played. 

Quickdash is a trivia based game with a few action cards. The trivia questions can be any topic but vary in points. During some of the cards the players may revive an action card that has to be played immediately. It can range from simple to more difficult tasks. 

No name yet

I want to make a trouble in terrorist town card game. Role cards get handed out and the start of the game which tell the roles the players received. Sheriff, doctor, killer, bystander. Preferably played with a large group of players. Each round the players have to find out who the killer is. Each round the killer doesn’t get caught, the killer gets more progress until either he reaches the end or he kills everybody else. That can be avoided if the other roles vote him out. 

Truth or dare like game. 

The deck of cards contains cards with some sentences on there about the players. The player needs to fool the other players into thinking if it is real or not. 

Week 3 Thoughts and Ideas (Munchkin)

Thoughts AND Ideas

Munchkin was fun as it went on but for a game that a supposed to be a shortened more straightforward version of D’n’D it has a lot of rules out of the box and its setup takes a while and a lot of reading just to get started. Also, some of the rules are not clear and need clarification to help the most basic players to understand. This is definitely a “Pick up and play game”. But I do like the option to either help a player or band together against other players or enemies feature. Which would either help the progression of the game or set everyone back to the start.

Week 2 – Gideon Gyamfi

GAME IDEAS
1. Shooting Stars: The Card Game

Overview: Over several rounds, players construct teams and employ strategies to outperform their rivals in this strategic soccer card game.•

Goal: Utilizing player, tactic, and action cards, score more goals than your rival

Play: Each player puts together a team of eleven cards, consisting of defenders, forwards, midfielders, and a goalie, each with a different set of talents and abilities (e.g., speed, strength, playmaking). Attack, midfield control, and defense are the phases of the match that each turn symbolizes. To make decisions, players select cards from a deck of tactic cards that represent attacking maneuvers, defensive arrangements, etc. Dice rolls and player stats are combined to determine the outcome of goal attempts; players can use cards to alter the result (such as “Power Shot” or “Perfect Save”).

Winning: Following a set of goals, the player with the most goals wins

2. ORION OPS: FPS Card Battle

Overview: A fast-paced card game inspired by FPS battles, where players must balance offense, defense, and resource management to outgun their opponent.

Objective: Reduce the opponent’s health to zero using weapon, equipment, and tactic cards.

Gameplay: Players build a deck that includes weapon cards (e.g., rifles, pistols, grenades), equipment cards (e.g., armor, shields), and tactic cards (e.g., “Flank,” “Headshot,” “Heal”). Each player starts with a set amount of health, and the goal is to use their cards to deal damage while avoiding or mitigating the opponent’s attacks. Weapon cards have varying damage and range, requiring players to think strategically about positioning and timing (e.g., a “Sniper Rifle” card might do high damage but take longer to play). Players can “reload” or use special “Power-Up” cards to enhance their strategy.

Winning: The player who reduces the opponent’s health to zero first wins the game.

3. Kingdom Tales

Overview: This game is based on the famous Ghanaian folklore, where players take on the roles of different characters attempting to outwit each other to gather the most wisdom.

Objective: Players compete to gather “wisdom points” by playing tricks, telling stories, and completing challenges inspired by Anansi’s cleverness.

Gameplay: Players begin by selecting a character from Ghanaian folklore, each with a unique ability that represents their skills in trickery (e.g., Anansi, the Spider, can steal points, Kwaku can charm others). The game is played in rounds, with each player drawing from a deck of “Story” and “Trick” cards. Players can use these cards to challenge each other, perform tricks, or avoid being tricked. Special “Wisdom” cards offer insight or solutions to avoid getting tricked, while “Obstacle” cards introduce challenges like the “Bola Bird” or “Tortoise’s Slowdown.” Storytelling is a key aspect, where players must narrate short tales based on the cards they play, adding a creative and cultural twist to the game.

Winning: The first player to collect a set number of wisdom points (e.g., 10) wins the game, symbolizing the accumulation of Anansi’s wisdom.

4. Anansi’s Web of Tricks

Overview: Anansi’s Web of Tricks is a fast-paced, trickster-themed card game where players take on the roles of characters from Ghanaian folklore, each with unique abilities.

Gameplay: Initial Hand: Players are dealt 5 cards each (from the Trick, Action, and Number card decks). The remaining deck is placed face-down as a draw pile, and the top card is flipped over to form a discard pile. Character Abilities: During their turn, a player can choose to use their character’s unique ability once per round to help discard cards or sabotage opponents.

Winning: The player who successfully discards all of their cards wins the round. If multiple rounds are played, keep track of scores, and the first player to win three rounds is the overall winner.

5. Temple Path

Overview: Be the first player to reach the center of the temple by strategically placing path pieces that guide your character toward the go

Gameplay: The board starts completely empty, with a temple center marked as the destination. Players must build their own paths to reach the center. Players must connect their starting point to the center by placing path pieces, one at a time, according to the cards they play. Paths can overlap or intersect, and players can attempt to block or reroute opponents 

Winning: The first player to create a continuous path that leads to the center of the temple wins the game.

Week 1 Questions Gideon

List the games you have played or currently Play.

Anywhere from EAFC24 to Delta Force Hawk down to Black Ops 6, black Myth Wukong.


In Your Opinion what should every game have? 

Every game, in my opinion: Engaging gameplay where the mechanics should be intuitive yet challenging, keeping players invested and pushing them to improve. A compelling story and and imaginative driving story and a great user interface. As for why I enjoy soccer and FPS games, it’s because they offer a perfect blend of skill, strategy, and adrenaline. Soccer games capture the excitement and unpredictability of real-life matches, allowing for creative plays and teamwork. FPS games, on the other hand, provide intense, fast-paced action that requires quick reflexes and strategic thinking. Both genres offer a competitive edge and a sense of accomplishment when you master the mechanics.


Can you apply the three-act structure to your favorite game? What is its pacing and how long do you find yourself in each act?

Applying the three-act structure to a favorite game, especially in genres like soccer or FPS, can be a bit unconventional since these games often prioritize gameplay over narrative.  But if you were to apply the 3-act structures: 1. Setup (Pacing And Gameplay) Setting up a match, choosing teams, picking strategies, etc. And starting to get a feel for the gameplay of your opponent and adjusting accordingly. 2. Confrontation: This spans the majority of the game time where players go back and forth trying to score goals and defend against their attacks the momentum and pacing vary. 3.Resolution: The final moments of the match are often the most frantic. This act is fast-paced, typically lasting a few minutes at most. It is either a last-ditch effort to win, a desperate attempt to catch up, or a struggle to maintain a lead. The act ends with either a victory, defeat, or draw, depending on how well you and your team performed.

When coming up with ideas where do you find you start, with the metaphor or the mechanic? 

The mechanic leads me into the metaphor I sometimes like to work backward into idea .

Over the course of this semester, who would you like to collaborate with and why?

I have not decided yet and would keep an eye out for other classmates and see if we have anything we can work on together.

Question Set Week 2- Colin Kenny

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer?
    2. Who are you making games for?
    3. Who will be your play testers outside of class?
  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules?
    2. How do you define what a game is?
    3. What features can make your games more intuitive?
  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming?
    2. What features do gateway games share?
    3. What are the 10 beautiful mechanics and what should you aim for with your own?
    4. How does luck and strategy factor in to game play?

Set 1
1. Being able to change objects’ sizes, limited movement, etc.
2. I guess my goal would be to make games that have a wide range of audience so that people across age groups, like families, can play together and have fun.
3. I could either go home and play with wonderful mom, or I could have so fun with it by asking my friends from RMU theater.

Set 2
1. Most of the games I have watched people play online are easy for me to get the gist of if I ever purchase the game for myself. For example the card game Anomia is a fast thinking card game with simple-ish rules that I was able to understand the pattern and quick turns of easily.
2. I would say a game is a competitive experience where one or more players tries to reach a goal to “win.”
3.I would try to implement simple graphics and simple action phrases so the rules are easy to pick up in an efficient manner.

Set 3
1. The earliest games I can recall playing are those Wii games I mentioned in my last question set post. If I were to introduce some to a simple gameplay experience, I would probably boot up one of those games because the motion controls and buttons are easy to understand.
2. Quick rounds/turns, simples rules and actions, attractive designs
3. Pass
4. A good balance of luck and strategy should be involved in any good game so that the players still feel the experience is fair and that they could still win at any point.

Evelyn: Week 2

  • Question Set 1
    1. What Mechanics would you like to use for a game with a theme that revolves around being the size of a nanometer? I would make a tiny building game. The pieces included in the game would be cards and little building orbs (that stick together like a puzzle). You could collect different atoms or molecules (that are on cards) to create elements and collect points. Maybe you could even build a disease to sabotage your opponents.
    2. Who are you making games for? I agree with the author of the book that I am making games for myself. I wouldn’t have the motivation to make a game that I wouldn’t like enough to buy.
    3. Who will be your play testers outside of class? Family and friends
  • Question Set 2
    1. Can you think of a game you were able to play without referring to the rules? Scrabble.
    2. How do you define what a game is? a game must have a goal that can be reached. Traditionally, reaching the goal must be entertaining to players.
    3. What features can make your games more intuitive? From a logistic perspective, adding clues to the rules outside of the instruction sheet. Game overview cards help with this. Simplifying gameplay makes games more intuitive as well!
  • Question Set 3
    1. What was your gateway game? What do you play to introduce others to gaming? Ticket to Ride was my first gateway game. I’m not a huge gamer so I feel like I’m the one being introduced to these games. I would introduce others to Ticket to Ride because it is easy enough to catch on while also having a beautiful board.
    2. What features do gateway games share? Characteristics of gateway games include: ease of learning, good theming, a lack of complexity, interaction between players, luck, originality, replayability, and a length between 45-90 minutes.
    3. What are the 10 beautiful mechanics and what should you aim for with your own? According to the author, the 10 beautiful mechanicals include the Kingmaker’s Noblesse Oblige, BattleTech’s Heat, Set’s Set-Making, Magic’s Card Tapping, Battle Cattle’s cow tipping rule, xXxenophile’s popping, Bohnanza’s Hand Order rule, Mississippi Queen’s Paddlewheels, Time’s Up!’s Communication Breakdown, and Dominion’s Constant Shuffling. These items are considered genius-level mechanics in the eyes of the author. Finding good mechanics (even slight tweaks) can move your game to the next level
    4. How does luck and strategy factor in to game play? Luck gives everybody hope of winning and perhaps even provides small victories. Strategy takes gameplay to a deeper level and gives players a sense that they could have some control.

5 Card Game Ideas

Apples to apples college addition– basically the green cards would still be the same but the red cards would be things or events that would relate to a college kid.

Who does it best, so you think– each player draws a card from the deck, reads it out, whever the cars applies to the best they give the card to that person. However, another player can challege it by trying to do whatever it is better.

Luck of the draw– Each player draws a card from the deck, each card has a task for the player. You never know what the task may be or what problems it my cause, Goal of the game is to have to most prize cards at the end of the game.

Who am I?– There are 2 seperate decks or card, one being: People and the other: style/personality. Each player when it is there turn will draw a card from the people deck. The card will have 5. Different people’s names/ personalities. The other players have to use thier style/personality cards to describe the person they choose without knowing who it is. The person who’s turn it is then has to decide whose card best matches.

Is this the truth or a lie? – Each player when it’s their turn has to draw a card from the “prompts” pile. The prompt will say something to share with the group, the player can either choose to say a truth or a lie. The other players will then have to decide whether they are telling the truth or a lie. Wrong answers have consequence. Each wrong answer results in picking up a card from the “lie” pile and following the instructions on that card.

Bang

Was it Fun?

Bang was more fun than Flux. I liked not only it’s aesthetic, but the playability was intense, fast paced, and interesting. I think I also liked it though because my player, the Sherif, was OP.

What was the interaction?

I didn’t know who was on my side or who wanted me dead, which gave me sort of a sense like the game mafia. Which I enjoyed heavily. I also liked that everyone was involved this time.

How long did it take to learn?

Not long to be honest.

Would you play again?

Yeah, I thought it was a total vibe.

Act 1-

Although we were randomly committing blood shed blindly for no reason, we knew the objective but didn’t know enough info on the players abilities (besides me)

Act 2-

At this point we learned more about who was who and the game progressed how it was intended to be played

Act 3-

Me and Amber duked it out as we were the last two left. I thought I was clearly gonna win but then she just came out of nowhere and came back and beat me.