Rotten to the Core

Was it fun?

I had so much fun playing this game, the game play is fun and calming, I also love the entire theme. I felt like I was most definitely the target audience since I am obsessed with the creepy earthy feel of the game.

What were the player interactions?

My favorite interaction was when you would roll an investigation card, you could roll again to frame it on another player.

How long did it take to learn?

Barely took me 5 minutes, it was very easy to catch onto

Would you play it again?

Absolutely

Analyze the game using the 3 act structure.

The beginning, you have a dead body that you need to make sure goes through the elements to decompose, and not get caught by investgators

You eventually gain suspicion through your rolls, or you continuously see bugs and the weather decompose your body through time

In the end, your bodies eventually decay fully, and the amount of points you lost through suspicion are lost, and you determine a winner!

What are the collaborative and or competitive aspects of the game?

I think the most competitive aspect was framing others if you roll a second glass. It is super fun and keeps people on their toes

What is the game’s metaphor and which of the game’s mechanics standout?

Cat Game (Looking For Opinions)

Some of you guys played my cat game and left some awesome suggestions. Here are some updates I’d like to add to it, and Character ideas I would like for people to have.

Character Ideas:

  • King Cat (White Siamese)(can smack anyone they want down one level, only once)
  • Ragdoll Cat (Prone to falling over, but can discard other disadvantage cards)
  • Black Cat (Best luck in the whole game!(Can pick 2 cards from activity )
  • Orange Cat (Can steal out of anyone’s deck, but cant see which card they get)
  • Trash cat(Can steal one treat from one person each turn)

Character cards will always be picked randomly (Need more character Ideas, feel free to tell me if these need changed too!)

New Ideas:

Instead of Treats moving you up a level, you can spend/eat your treats on different items and abilities to help you move up a level.

Card Ideas:

  • Cat Fight- Two Players roll dice, whoever gets bigger number gets to pick something out of other players hand
  • Laser Pointer- Distract other players (need an idea for the rest of this)
  • Vacuum Cleaner- Everyone looses treats (Play Immediately)
  • Eat your treat- Forced to discard 3 of your treats (Play Immediately)
  • Biskets- Benefit card

Takenoko Game Review

Was it fun?

Yes it was fun, wasn’t the most fun I’ve had playing a game but it was pretty

What were the player interactions?

One of the player interactions was when we were using tokens to make sure we remembered the last move we made.

How long did it take to learn?

In all honesty it took a really long time for us to realize that we were playing the game wrong, which is totally okay but the directions weren’t very clear.

Would you play it again?

No personally, it wasn’t my favorite

Analyze the game using the 3 act structure.

The first structure was very nicely laid out with a fun little comic explaining the games storyline and setting

The second structure was us continuously learning about what certain weather options did to continue the game and build onto it.

The ending was when one person won the Emperor card with the most points

What are the collaborative and or competitive aspects of the game?

It honestly didn’t feel like either, until it came down to taking other peoples chances to finish their objectives so you could finish yours

What is the game’s metaphor and which of the game’s mechanics standout?

I believe the games metaphor would be about the Panda eating a lot of bamboo, which would be us “eating” points and building up our scores

Cat Card Game Rule Ideas

  • Setup
    • Everyone gets one character card with certain abilities, then everyone gets 5 action cards out of the pile, one chance card out of the pile face down, and one cat tower model, one cat icon, Everyone can only have 5 cards, and must play an action card
  • Objective(s)
    • Climb the cat beds on the cat tower to reach the top, gain as many points as you can, and make sure no one else can win
  • Actions players take
    • Regular Action cards you keep in your pile:
    • Spray Bottle Card- Skips Others Turn
    • Catnip Card- Skips your turn(stay where you’re at)
    • Chance cards actions that you are forced to play, 
    • Treat Cards- One extra point
    • Mouse/Toy Cards- Extra Points/Bonus Card
    • Build onto your cat tower
    • Risky Jump card- Roll a dice, if you get a number below 4, you miss the jump and stay where you are, above 4 and you go up a tower.
    • Rare advantage card- Zoomiez card, you get to jump up one layer no consequences
  • Ending the game (win, lose states)
    • You reach the top of the cat tower, you win, and whoever gains the most points wins as well or is in second place (working that one out, need more ideas)
  • Examples
    • In all honesty, my sister said it sounds like Chutes and Ladders which I have never played before so no clue.

Tokaido Review Week 3

Was it fun? Yes! I really enjoyed this game, it was a calm game, and the art was beautiful.

What were the player interactions? One of the main interactions for players in the game was stopping at the inn, and everyone passing around the meal cards, so there was a limited pick as each player arrived at that portion

How long did it take to learn? Not very long at all, the concept was easy to understand and the gameplay was also easy to catch on to

Would you play it again? Yes I would, I even consider buying it myself

Analyze the game using the 3 act structure. The story was set right at the beginning as you select a character that is traveling across the land (board). The second act in this game shows us that on our journey, there are multiple places we can stop at to acquire more items, money, or points! As a result of how many points you gain through out the game, you end goal is to have more then all of the other travelers.

What are the collaborative and or competitive aspects of the game? The only collaborative portion I can think of is the dinner portion with handing around the meals.

What is the game’s metaphor and which of the game’s mechanics standout? Traveling would probably be a good metaphor, and one mechanic that really stood out to me was the collecting “friends” that give you benefits

Question Sets

    • 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’d like to use mechanics where people have to work together for their goals at a small size,
      1. Who are you making games for?
    • Parties, fun group settings
      1. Who will be your play testers outside of class?
    • My family and a group of my friends
    • Question Set 2
      1. Can you think of a game you were able to play without referring to the rules?
    • Usually any video game, but a board game that comes to mind is Life
      1. How do you define what a game is?
    • A series of a story that is to be interacted with to continue on.
      1. What features can make your games more intuitive?
    • Easy to read, clear instructions right from the beginning
    • Question Set 3
      1. What was your gateway game? What do you play to introduce others to gaming?
    • I grew up around my older siblings who were crazy gamers, I can’t remember what my personal gateway game was, but I always remember playing Mario Party with my siblings on our Nintendo 64. For a card game I always love to introduce through Uno, great game to mess with new players.
      1. What features do gateway games share?
    • Easy to learn, a main theme, not much complexity, it should be interactive, luck, should be around 46-90 min. long, original, and have good replayability
      1. What are the 10 beautiful mechanics and what should you aim for with your own?
  • KingMaker’S noblesse oblige, battle tech’s heat, Set’s set-making, Magic’s card tapping, battle cattle’s cow tipping rule(I really want to play this one ), XXXenophile’S s popping, Bohnanza’s hand order rule, Mississippi queens paddle wheels, times up communicating breakdown, Dominion’S constant shuffling. My game should aim for clearing all of these mechanics
    1. How does luck and strategy factor in to game play?
      They should factor into a game together, so it doesn’t leave the player bored and the game not replayable

Bonanza (Three Act/Rating)

First Act: You are introduced to the beans and all the different types that you can plant and how much they cost! How many beans can you plant, and how much can you make?

Second Act: I think this can be shown through all the different trades you can do with the other players.

Third Act: Finally, you see after three “days” whoever harvested and made the most money from their bean, wins!

Did I enjoy it?
Yes I did! It was fun to see all the funny elaborate trades you can make with people. It gets you hooked fast after you figure it out. It’s a game that I will definitely replay one day. It was so much fun.

Some Game Ideas


One game idea I have is a type of battleship idea, with multiple players, one board, and with chance cards. If when you roll dice you get a certain number that is on top of the card, you have to do what is on the card, for example maybe sabotage another player, or even pull a card that could hurt your progress in the game.

Another game idea I have is a horror game, with a storyline that is based off of a short story I made. I would like it to be a card game where the group of people don’t know who the killer is except for the killer. The group needs to gather evidence (go fishing for clues ((there is a lot of backstory behind that quote))) to find the killer and finsh the game. Which ever “shipmate”gathers the most evidence against the killer before they eliminate everyone, wins!

I love me a good sabotage game, Id like to create a game that encourages a lot of players with random mini games they can play, where comedy and sabatoge gains you more points

Week 1 Questions

  1. In your opinion what should every game have? Why do you like your favorite game?

In my opinion, I believe every game should have a little sabotage, it adds a lot of fun and quick thinking. My current favorite game has a lot of beautiful graphics and great fighting mechanics

List the games you’ve played and currently play.

    I have grown up playing the Sims, Minecraft, Elder Scrolls games, FNAF, Fallout, Dark Souls and currently I play the Elder Scrolls, Wukong, and Elden ring

    1. Can you apply the three act structure to your favorite game? What is it’s pacing and how long do you find yourself in each act?

    Yes, there is a fight that you’re immediately put into that shows an amazing game play and storyline. Then you play through more story conflicts and gameplay to advance your leveling, and I currently haven’t finished it

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

    I always start with a metaphor for my ideas

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

    There are so many people in my class that I’d be so happy to work with, I would like to work with someone who is stronger in art style and design than me. I feel more proficient in creating the concept of projects.

    Flux Questions

    Was it fun? Kind of! It was hard to catch on to all of the new rules, made it a slow play

    Interactive? Yes! There was a lot of interaction from trading cards to playing actions just for yourself.

    Was it easy to learn? No, I think the concept was easy to learn but the new rules took a minute to catch on to.

    Re-Playability? Yes! Easy to replay