hear the random sounds
chop and screw or mix it down
show the end result

design courses, syllabi, schedules, resources and policies
hear the random sounds
chop and screw or mix it down
show the end result
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.
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.
a game is an experience that has rules and a desired outcome/ way to win.
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.
simplicity in rules and straight forward gameplay.
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.`
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.
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.
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
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.
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.
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.
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.
List the games you have played or currently Play.
Anywhere from EAFC24 to Delta Force Hawk down to Black Ops 6, black Myth Wukong.
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.
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.
The mechanic leads me into the metaphor I sometimes like to work backward into idea .
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.
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.
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.
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.
2. A game based off Uno. The goal of the game is to not win or lose. The winner and loser must do a challenge or dare decided upon by the rest of the group. The cards could be changed to reflect this twist.
3. FLUXX: harry potter edition. Completion of the spell to win
4. Based off of GoFish but all of the cards are a type of ingredient. There are recipe cards as well. Players must collect ingredients to make recipes. The recipes are worth different point amounts.
5. Investigator – A detective game. All players are dealt profile cards with different abilities. There is one Traitor. Everybody must else must figure out who the traitor is depending on the actions played in game.
Question Set 1
Question Set 2
Question Set 3
Game Ideas thats can be played using cards
Bohnanza Review
* Act 3: At the end of the bean game, everyone looks at how many coins each player has and attempts to disrupt the other players by refusing to trade with them. If you decide not to trade, they may not receive enough coins to beat you in the game. Everyone harvests their beans to earn the most coins at the conclusion of the round.
“DiXit” Review and Three- Act Structure
Was it Fun?
While Dixit is pretty simple, I find that super charming about it! I enjoy that it’s about art and interpretation, but also about how well your friends can be about giving simple hints.
What was the interaction?
Amber read the rules and explained the game super well, we quickly played it and enjoyed it, all wanting to play again so it was a very positive experience compared to Fluxx
How long did it take to learn?
It took maybe 5 minutes to learn, including setting it up and shuffling the cards
Would you play again?
Absolutely, I really enjoyed how simple it was, but how complicated it could be with who was playing
Act 1-
Getting the ropes of the game and figuring out how to play. We were a little confused on the voting aspect, but quickly got the hang of it
Act 2-
Once we realized we could be as vague or easy as we wanted with the hint we all got really into it, almost neck and neck with the points.
Act 3-
The game felt like it kinda ended abruptly, but we all enjoyed the points system, the voting and the art! 30 points to win does not feel like a lot though!