Game Review of Sara and Amber’s Rotten to the Core- Colin Kenny

Was it fun?

I might not have been the best audience to play as I often get anxious and scared thinking about death stuff but I think a lot of people could have fun playing this game.

What were the player interactions?

When I played it was light-hearted discussing the situations on each card and our opinions on things like insects and fungi.

How long did it take to learn?

It took around 5 minutes to learn, very simple rules.

Would you play it again?

Maybe one more time as another tester, but I would need to consider it and make sure I’m in a good headspace first.

Analyze the game using the 3 act structure.

We started off by just taking turns and moving down the board. It was really anyone’s game to win or lose. We then started drawing cards that would eventually cause us to lose spaces at the end of the game, and although Gideon and I were behind getting to the end, it looked like one of us would win. We finally all reached the end and tallied the points and sent us back to were we should be, and it turned out I won. I forgot to tell Ames afterward, so Ames if you’re reading this, I would love some more invisable and imaginary points please and thank you.

Game Reviews

Monopoly

  1. Was it fun? yes
  2. What were the player interactions? buying plots of land and giving money to the banker
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning how to play, playing the game, and then finding out who wins at the end by seeing who has the most money
  6. What are the collaborative/competitive aspects of the game? the game is competitive as you are tying to be the person to have the most money and plots with houses or hotels.

sorry!

  1. Was it fun? yes
  2. What were the player interactions? landing on other players to send them back home
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to have all their pieces in the upper home
  6. What are the collaborative/competitive aspects of the game? competitive aspects were sending other players home and being the first to win.

trouble

  1. Was it fun? yes
  2. What were the player interactions? landing on other players to send them home
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to get all your pieces lined up in the safe area
  6. What are the collaborative/competitive aspects of the game? landing on other players to send them home and being the first to get all pieces in the safe area.

taboo

  1. Was it fun? yes
  2. What were the player interactions? having your teammate guess what you are trying to make them guess
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, collecting the most points in the end
  6. What are the collaborative/competitive aspects of the game? it is both because you have a teammate guessing to get points and you are trying to beat the other team

battleship

  1. Was it fun? yes
  2. What were the player interactions? guessing where their ship is
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, sinking all the opponents ships
  6. What are the collaborative/competitive aspects of the game? competitive – sinking the other persons ship

heads up

  1. Was it fun? yes
  2. What were the player interactions? having your teammate guess who they were by you giving them hints and vise versa
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, seeing who guess the most cards and they win
  6. What are the collaborative/competitive aspects of the game? having your teammate guess who they were by you giving them hints and vise versa and seeing who guess the most cards and they win

chutes and ladders

  1. Was it fun? yes
  2. What were the player interactions? grabbing cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the first to make it to the top
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to make it to the top

apples to apples

  1. Was it fun? yes
  2. What were the player interactions? one person recieving cards from everyon else and finding out which one is funniest
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, seeing who has the most cards at the end
  6. What are the collaborative/competitive aspects of the game? competitive – who can make the person reading the cards laugh more

operation

  1. Was it fun? yes
  2. What were the player interactions? picking up the organs out of the body
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game, being the one to have the most organs
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most organs at the end of the game

guess who

  1. Was it fun? yes
  2. What were the player interactions? guessing who the other psrson has
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, being the one to guess who first
  6. What are the collaborative/competitive aspects of the game? competitive – guessing who the other person has before they guess who you have

chameleon

  1. Was it fun? yes
  2. What were the player interactions? writing down similar words to the main word but if you are the chameleon you dont know the word and have to make the other players think you arent
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, having the most points at the end
  6. What are the collaborative/competitive aspects of the game? competitive – trying to sound like you know what you are talking about

connect 4

  1. Was it fun? yes
  2. What were the player interactions? placing chips into the game to connect 4
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learnig the rules, playing the gamee, being the first to connect 4
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to connect 4

go fish

  1. Was it fun? yes
  2. What were the player interactions? picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playin g the game, collect the most sets of four cards that match in number to win
  6. What are the collaborative/competitive aspects of the game? competitive – being the first to collect the most sets of 4 cards

crazy 8s

  1. Was it fun? yes
  2. What were the player interactions? communicating what suite you want , placing cards down and picking them up
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by changing the suite of the card and placing down cards in that suite in order to get rid of all of your cards , see who wins by getting rid of all of your cards.
  6. What are the collaborative/competitive aspects of the game? competitive- you are tying to beat the other players by being the first one to get rid of all of your cards

uno attack

  1. Was it fun? yes
  2. What were the player interactions? attacking people with cards, picking up and placing down cards, communicating the color you want
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by being the first person to get rid of all your cards and trying to sabotage the other players by attacking them, the winner is the first one to get rid of all of their cards.
  6. What are the collaborative/competitive aspects of the game? competitive – you are attempting to be the first person to get rid of all of your cards while trying to make the other players gain cards. You also want to try to stay away from the color that another player needs.

solitare

  1. Was it fun? yes
  2. What were the player interactions? picking up and placing cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing the cards in order from king to ace while following a red then black pattern and then go from ace to king, once you go from ace to king you win.
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the game therefore, if you lose or give up, the game wins

scattergories

  1. Was it fun? yes
  2. What were the player interactions? seeing who got the most ideas, writing down ideas
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by writing down words that start with a specific letter and fall under a specific category, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most words under the category within the time limit to beat the other players

war

  1. Was it fun? yes
  2. What were the player interactions? placing cards down
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by dealing the whole deck and placing down cards and whoever has the higher card claims it, the person who gets the whole deck wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat the other player by placing down the higher card even though its random

kings in the corner

  1. Was it fun? yes
  2. What were the player interactions? placing down cards, collecting cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing the kings in the corner and working down to an ace with following the pattern red black, the first player to get rid of all their cards wins even if not all the kings in the corners are finished
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first player to get rid of all your cards

500 rummy

  1. Was it fun? yes
  2. What were the player interactions? placing down and picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by creating runs of 3 or more and collecting cards from the discard pile until you have no cards then continue doing rounds until you reach 500 points 1-9 = 5 points 10-K = 10 points Ace = 15 points, the player who reaches 500 points first wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most points to ensure you can win

spoons

  1. Was it fun? yes
  2. What were the player interactions? grabbing the spoon, passing cards, picking up cards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by trying to collect 4 of a kind once you do you grab a spoon which then allows everyone to grab a spoon if you don’t get a spoon you get a letter and if you spell out spoon you lose, the players who have the least amount of letters win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be able to get the 4 of a kind first in order to guarantee you’ll get a spoon. even if you don’t get it first, you want to have quick reflexes in order to grab a spoon before there are none left

wii sports resort swordplay

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote, holding b to block
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by swinging your wii remote and blocking your sword to have the other player fall off the platform, whoever knocks the player of twice wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the other player to fall off the platform and keep yourself on it by blocking and hitting the other player

wii sports resort wakeboarding

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote horizontally and swinging it up to jump over the wake and then holding it steady to land and get points
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game jumping over the wakes within the 2-3 minutes and gaining points, whoever has the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points to beat your opponent(s) or if you are playing alone, trying to beat the high score

wii sports resort frisbee dog

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like you would a frisbee and clicking on your dog to collect the frisbee
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by tyring to aim for the 100 point section or if you cant get that the 50 or 10 point will work as well. you also want to hit the balloon in the second round to gain the maximum amount of points, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by getting the most points or if you are playing solo you want to beat the high score. collaborative – you can play in teams where the first person plays the first half and the second person plays the second half, the first persons performance impacts the second players balloon points by how large the points are

wii sports resort archery

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote and the nunchuck like a bow and arrow, hold a when ready and c to draw the bow back then release c to shoot it, the wii remote aims
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by shooting at the target and trying to get all 10s within the 4 rounds to beat your opponent, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by getting the most points. collaborative – you can do teams where you take turns shooting the arrow for your team, if you do bad it reflects through your points

wii sports resort basketball

  1. Was it fun? yes
  2. What were the player interactions? dribbling, blocking, shooting, and stealing the ball
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by shooting the ball into the basket and blocking your opponent when they are trying to shoot the ball, the player with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to block your opponent from shooting the ball and steal it when possible, when you are shooting you are trying to get the most points possible within the time limit of 3 minutes to win the game

wii sports resort table tennis

  1. Was it fun? yes
  2. What were the player interactions? hitting the ball, dealing the ball
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by hitting the ball towards your opponent and trying to make it hard for them to hit it back if they miss you get a point and vise versa, the player that gets to 6 points first wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person to get to 6 points first by having your opponent miss the ball or for them to hit it off the table

wii sports resort golf

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like a gold club, aiming the shot
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by getting the ball in the hole in the least amount of shots to try and get a negative score, the person with the lowest amount of points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by having the lowest score. collaborative – you can work in teams by taking turns shooting the ball, the worse you do the worse it makes your team look.

wii sports resort bowling

  1. Was it fun? yes
  2. What were the player interactions? bowling the ball fast or slow, turning your wrist to have the ball curve,
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to knock down the pins by either getting strikes or spares within 10 frames to get points, the player with the most points wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person with the most points so you can beat your opponent. collaborative – you can play in teams where you take turns each frame to get either a strike or a spare, how you do reflects on your team

wii sports resort power cruising

  1. Was it fun? yes
  2. What were the player interactions? holing the wii remote and the nunchuck horizontally in each hand and twisting for a speed boost, also hold a to move
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by going through the rings before the time runs out on each ring til you get to the finish line. the higher the time the better the score, the person with the most points wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person with the most points so you can beat your opponent

wii sports resort canoeing

  1. Was it fun? yes
  2. What were the player interactions? swinging the wii remote like a paddle to move your canoe
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by either avioding the obstacles and crossing 5 lines first if you are playing vs or if you are playing teams trying to beat the duck family, in vs – first to 5 points wins and in teams if you beat the duck you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat your opponent by crossing the 5 lines first. collaborative – you want to work with your teammate as you are in the same canoe to beat the ducks

wii sports resort cycling

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote in one hand and the nunchuck in the other and moving them like your feet would move on a bike, pressing b to break
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure. learning the rules, playing the game by cycling through the course while avoiding obstacles and making sure you don’t run out of hearts because you’ll have to stop and drink water, first to cross the finish line wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first to cross the finish line so you need to use strategy to make sure you get there efficiently. collaborative – if you play teams you need to work together to sync your movements to move faster and beat the other players to the finish line.

wii sports resort air sports

  1. Was it fun? yes
  2. What were the player interactions? pressing a to fire, pressing b to cut the engine, turning the wii remote to move the plane, pushing it forward for a speed boost, pulling it backward for a speed decrease.
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to hit your opponents balloon on the back of their plan so they go down to 0 points. going through the point boosters to get more points. avoiding the other player so they cant shoot back at you, whoever has the most points after the 3 minutes wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to sabotage your opponent in order to make them go to 0 points, which will end the game, or maintain the highest amount of points to win

mario kart wii

  1. Was it fun? yes
  2. What were the player interactions? turning the wii remote to steer, hold 2 to go forward, 1 to go backward, arrows to throw an object, a to look behind you, and b to break
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by driving through the courses while avoiding obstacles and other players to get into first place. each race has three laps. you play 4 races to win. the better of a place you are in the more points you get, whoever has the most points at the end of 4 races wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to beat all the other players and get the most points to win while avoiding obstacles and throwing obstacles to hit other players.

epic mickey

  1. Was it fun? yes
  2. What were the player interactions? using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, holding c to shoot paint or thinner
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by going through stages to defeat the mad doctor, once you beat the game you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the mad doctor so essentially if you quit or give up you lose and the mad doctor would “win”

epic mickey 2

  1. Was it fun? yes
  2. What were the player interactions? for mickey – using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, holding c to shoot paint or thinner. for oswald – using the nunchuck to move, twisting the wii remote to knock back blobs or get resources from plants, hold b to shoot your lazor, tap b to make a lazor bubble, press z to throw the boomerang.
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by working together to defeat the mad doctor again by completing stages, once you both defeat the mad doctor you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working together to defeat the mad doctor, some stages you cant get through without the help of mickey or oswald

wii party

  1. Was it fun? yes
  2. What were the player interactions? aiming the wii remote at the screen, pressing buttons, shaking the wii remote
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing a bunch of mini games, whoever wins the minigame wins
  6. What are the collaborative/competitive aspects of the game? competitive – most if not all the mini games are where you are competing the other players in order to win

wii fit

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote and/or the nunchuck as the games describes, standing, running, and stepping on the wii fit board
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by either doing a wii fit test which calculates your age based off of your skills on the minigames or play mini games that will test your physical skills, whoever wins the mini game wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you get points based on how well you do and you want to get a high number of points to beat your opponent, if you do the wii fit test, to win you need to get as close to your age as possible to “win”

just dance

  1. Was it fun? yes
  2. What were the player interactions? holding the wii remote, dancing
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by copying the dance the person on the screen does to get points, the person with the highest number of points wins
  6. What are the collaborative/competitive aspects of the game? competitive – the better you dance the more points you get, so you want to get a lot of points

big beach sports

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to play the mini games
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing different mini games, whoever wins the mini game wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points in each game so that you can beat your opponent

birthday party bash

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to play the mini games
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing different types on mini games, whoever wins the mini games wins
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to get the most points in each game so that you can beat your opponent

wipeout: create and crash

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to duck, slide, and jump and using the nunchuck to move forwards and backwards
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by qualifying in each course to get to the final course where you are trying to beat the two other players times to win the 50,000 dollars, once you do that you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat everyone elses times to have the best time and win the entire game

disney princesses

  1. Was it fun? yes
  2. What were the player interactions? using the wii remote to shoot the monsters and the nunchuck to move
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing each princess stage by completing tasks and killing the monsters, one you complete every princess stage you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working with your teammate to complete the stages

Ispy

  1. Was it fun? yes
  2. What were the player interactions? using your wii remote to click items and move around
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by finding the items in each stage, once you complete every stage you win
  6. What are the collaborative/competitive aspects of the game? collaborative – you are working with your teammate to beat every stage and win the game

candy land

  1. Was it fun? yes
  2. What were the player interactions? picking up cards, moving your game piece
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by picking up cards that tell you where to move and the moving your character til you make it to the end, first to make it to the end of the path you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first to the end of the path

clue

  1. Was it fun? yes
  2. What were the player interactions? moving your character to different rooms, guessing parts
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by trying to figure out who killed the person, what they used, and what room it happened in, once you figure that out you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the first person to find out who did it with what and where

scrabble

  1. Was it fun? yes
  2. What were the player interactions? placing down letters to make words
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by placing down letters on the board to make words, once there are no more spaces or letters you count up the points and whoever has the most wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have the most points at the end of the game by using strategy to use letters with high points

mancala

  1. Was it fun? yes
  2. What were the player interactions? moving the balls from place to place
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by moving the ball around the board to try and collect balls if they land in your pouch, once there are no more balls on the board you count the number of balls in your pouch and whoever has the most wins.
  6. What are the collaborative/competitive aspects of the game? competitive – you want to have more balls than your opponent to win

hungry hippos

  1. Was it fun? yes
  2. What were the player interactions? hitting the hippo to collect balls
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by hitting the back of the hippo so that it opens its mouth and eats the balls, once the balls run out each player counts the number of balls they have and whoever has the most wins
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the player with the most amount of balls so that you can be the least hungry hippo

checkers

  1. Was it fun? yes
  2. What were the player interactions? moving the checker, collecting checkers
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by moving the checker diagonally only one spot in order to collect your opponents checkers, one you collect all of their checkers you win
  6. What are the collaborative/competitive aspects of the game? competitive – you want to be the person to collect all of your opponents checkers before they do the same to you

crossy road

  1. Was it fun? yes
  2. What were the player interactions? tapping the screen to move, swiping left or right to move left or right
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by crossing the road, once you get a highscore you “win” but the game is essentially never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat your own high score

slither.io

  1. Was it fun? yes
  2. What were the player interactions? moving your curser to change directions, holding down to speed up
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by collecting dots and killing other snakes to get large and be the number one player, once you do that you “win” but there is no real achievement to the game
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to kill the other snakes and avoid getting killed to get to number 1

dumb ways to die

  1. Was it fun? yes
  2. What were the player interactions? tapping, swiping, and holding the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by playing different mini games to get a high score, one you get a highscore you “win” although the game is never ending
  6. What are the collaborative/competitive aspects of the game? competitive- you are trying to beat your own high score

minecraft

  1. Was it fun? yes
  2. What were the player interactions? using the arrows to move, hitting the button to jump, holding the screen to break a block and tapping the screen to add a block
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by gathering materials and building things in order to beat the ender dragon, once the ender dragon is killed you beat the game
  6. What are the collaborative/competitive aspects of the game? competitive- you are trying to keep yourself alive from the mobs in the game, collaborative – you can work with other players to beat the game and stay alive

temple run

  1. Was it fun? yes
  2. What were the player interactions? swiping the screen to jump or slide, tilting your phone to go to different sides of the path
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game collecting coins and powerups to stay alive as you are getting chased by a monkey, once you beat your highscore you “win” although the game is never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to stay alive from the monkey and you are trying to beat your own high score

hay day

  1. Was it fun? yes
  2. What were the player interactions? tapping the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by completing challenges and building your farm, the game is technically never ending
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to be better than everyone else

sims 4

  1. Was it fun? yes
  2. What were the player interactions? making your sims do things to have a successful life
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by
  6. What are the collaborative/competitive aspects of the game?

flappy bird

  1. Was it fun? yes
  2. What were the player interactions?
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by having your sims complete tasks and stay alive, once your sim dies if they had a successful life you can consider that a win as there is no real way to win the game
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to keep your sim alive to you are beating death essentially

simcity

  1. Was it fun? yes
  2. What were the player interactions? tapping on the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by building an empire by creating materials, and upgrading budling and keeping your sims happy
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat the other players cities by having a higher level than them

good pizza

  1. Was it fun? yes
  2. What were the player interactions? tapping and dragging the screen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game by building pizzas to get money and unlock different toppings and upgrades as well as completing levels, once you complete all the levels you win
  6. What are the collaborative/competitive aspects of the game? competitive – you are trying to beat all the levels where each level is beating a different opponent by having the better pizza shop

mario kart ds

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the grand pris to unlock all the characters, karts, and races
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds wipeout

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all levels and challenges to unlock all characters and outfits
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds wipeout 2

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the challenges and levels to unlock all the characters
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds zhu zhu pets

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the levels to win
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds petz: nursery 2

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, and completing challenges til you animal grows up
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds duck amuck

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, once daffy duck gets so angry he explodes you win
  6. What are the collaborative/competitive aspects of the game? neither as its a solo game

ds pac-man world 3

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing each level
  6. What are the collaborative/competitive aspects of the game? neither as it is a solo game

ds littlest pet shop

  1. Was it fun? yes
  2. What were the player interactions? using the controls and the pen
  3. How long did it take to learn? 10 minutes
  4. Would you ever play it again? yes
  5. Analyze the game using the 3-act structure.learning the rules, playing the game, completing all the challenges
  6. What are the collaborative/competitive aspects of the game? it is neither s its a solo game

Gaming Marathon: Garden Sabatage

  • What was the most frustrating moment or aspect of what you just played? Losing the plant immediately with a bug.
  • What was your favorite moment or aspect of what you just played? I loved the art! I thought all of the pieces were cohesive. I think the pen and ink style works well! I also love that you can do three actions per turn. I haven’t played a game that you can do this but I think it makes players feel more productive and may reduce the feeling of turns being tedious. Overall, the game was well-paced and a good combination of fun and strategic.
  • Was there anything you wanted to do that you couldn’t?  A board would also be helpful for the draw piles etc. I think it could be cute if it was themed … maybe a market shelf? Pots?
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? More pesticide! Honestly, I think it was a fine amount. If there was more, it might be too easy.
  • What should be improved with the next version? I don’t know if it’s necessary to have drawing options for the insects/pesticide. At any point, you could sabotage people easily.
  • Describe the game in 3 words. Artsy, PlantMom, Well-Paced

Trolls Riddle Run – Game Review – Sara Estus

1.) Most Frustrating moment or aspect: The riddles are so clever, and for me, it was more getting moved back during gameplay. I think it happened often enough I was frustrated, but it’s a good part of the game. Nothing unintentional that frustrated me!

2.) Favorite moment or aspect of the game?: I enjoyed the aspect of the chance cards a lot. It spiced things up and it wasn’t all about riddles

3.) Anything you wanted to do that you couldn’t?: Get all the riddles right at the end!! I got the first one right, and then lost at the second, making me go all the way back. 🙁

4.) If you could change anything about the game would you?: I want to clarify that I do not think the riddles should change. I think it is more a player error of not being able to answer them right easily. Though I do think for those players, maybe having levels of cards to pick from could help. But then I fee like everyone would pick easy cards.

5.) What should be improved for the next version?: Add more riddles!

6.) Describe the game in three words: Dad Joke Trolls

player questions for troll riddle run, rotten to the core, and Gideons game(forgot the name)

troll riddle run

  1. The most frustrating part was getting three riddles right in a row at the end.
  2. I had a lot of fun telling the others riddles.
  3. I don’t think we should have to guess a riddle right to start the game.
  4. If i had a magic wand to change something in this gam( which i do lol) i would make it so you can just start rolling and you don’t have to answer a riddle to start you first turn.
  5. the riddle at the start.
  6. troll, riddles, fun.

rotten to the core

  1. The most frustrating part of this game was the investigation cards, and the spinner not working like it was intended to.
  2. The art was really cute, and the game itself when at a pretty steady pace.
  3. I wish i had better luck but other than that no.
  4. If i had a magic wand id make their be more ways to sabotage other players.
  5. Make a better spinner.
  6. cutesy, mindful, demure.

Gideons game

  1. the most frustrating aspect was it wasn’t entirely finished, some parts were missing and the cards didn’t reflect what was in the rules.
  2. the chaos of the cards because some were overpowered if you were just playing with the cards and weren’t looking at the rules for every card description.
  3. stock pile good cards, but it is a fun concept to get a new hand every turn.
  4. if i had a magic wand i would finish the game.
  5. making the card descriptions match what was in the rules.
  6. grenade, rocket launcher, chaos.

Garden Sabotage Playtest at Gaming Marathon 

Game Maker’s Play Tests Notes #1

  • What questions did your players have? Not really any 
  • How quickly did they learn to play? Pretty quickly, but there are a lot of little rules and different actions that make it more difficult. I was able to explain the rules faster than it would have taken to learn. 
  • What kinds of interactions did the players have? Playing bad bugs on each other, trying to prevent each other from reaching 5 objective cards first. 
  • What confused players? A little bit of confusion with how the pesticide works 
  • What made players excited? Being able to play a bug card, complete objectives, etc. 
  • What did your players enjoy doing? Same thing
  • Did any aspect of the game frustrate players? Not having any protection over the plants that you have. They could be eaten at any time. 

Player Questions #1 

  • What was the most frustrating moment or aspect of what you just played? Being sabotaged with bugs and losing a plant you planted 
  • What was your favorite moment or aspect of what you just played? Sweeping the plant cards, sabotaging with bugs. 
  • Was there anything you wanted to do that you couldn’t? Have protection for my plants with the pesticide 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Magically hand draw every illustration 
  • What should be improved with the next version? Specify that you can play the cards in any order, it doesn’t need to be the order that’s on the card. 
  • Describe the game in 3 words. Strategic, competitive, cute 

Potential Changes

  • Design the game board to look like plant pots, shelves, or a greenhouse maybe
  • Clarify that when dealing cards to players you take it from the top of the pile and not the reserve 
  • Have names on the back of the cards 
  • Have more instructions on the cards themselves
  • Have a protection over bugs being placed in your garden 
  • Clarify pesticide rules
  • Don’t have the two faceup bugs because it makes it too easy 
  • Clarify that you can lay down your cards in any order on your player mat

Rotten to the Core Playtests and Game Maker’s Notes

Game Maker’s Play Tests Notes #1

  • What questions did your players have? I don’t think the players really had any questions. They understood this game fairly well. 
  • How quickly did they learn to play? The players learned how to play very quickly, because it has pretty simple mechanics. 
  • What kinds of interactions did the players have? The interactions between players weren’t really a result of any mechanics but players had fun pointing out who was the most suspicious when they kept landing on investigation. 
  • What confused players? Some of the cards didn’t make the most sense due to some of our mistakes in creating the cards. For instance, some of the cards made you gain points on the decomposition scale, but in reality, they wouldn’t have really sped up decomposition. 
  • What made players excited? I think the story behind it made players the most excited. I think the first paragraph really set the scene for what the game was about and they began to imagine the scenarios of how they murdered their victims. 
  • What did your players enjoy doing? Players enjoyed flipping their booklets and looking at the cute illustrations
  • Did any aspect of the game frustrate players? I think it was frustrating to some players to roll Investigation so many times because it was a guaranteed loss of points. 

Player Questions #1 

  • What was the most frustrating moment or aspect of what you just played? There was no point in even picking up the Fungi or Bug cards when you land on Snowy on the spinner, because they aren’t worth any points. If you landed on Snowy and also rolled Fungi or Bug then, it was a waste of time with no points earned. 
  • What was your favorite moment or aspect of what you just played? I think the game is really cute and enjoyed spinning the spinner and flipping the booklet when I moved onto the next stage of decomposition. 
  • Was there anything you wanted to do that you couldn’t? I wanted there to be more interaction with the decomposition booklets. Like maybe the bug and fungi cards directly interacted with each other. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Create more interactivity with the decomposition booklets besides just flipping the page; how to do that, I’m not sure. 
  • What should be improved with the next version? Add the possibility of framing other players when you roll Investigation. 
  • Describe the game in 3 words. Cute, sustainable murderers

Game Maker’s Play Tests Notes #2

  • What questions did your players have? I don’t really think the players had many questions
  • How quickly did they learn to play? Very quickly
  • What kinds of interactions did the players have? In this test, players could frame each other once they obtained 3 investigation cards if they rolled investigation on the die one more time. 
  • What confused players? The mechanics for framing other players were a little bit confusing, but that was mainly because it was a mechanic quickly thrown in. 
  • What made players excited? I wouldn’t say that anything particularly excited the players, but the opportunity to frame other players potentially did. They also liked how cute the game is. 
  • What did your players enjoy doing? The players enjoyed flipping the booklets. 
  • Did any aspect of the game frustrate players? It was frustrating landing on snowy on the spinner because of the lack of points it gives or landing on investigation so often because you lost points. 

Player Questions #2

  • What was the most frustrating moment or aspect of what you just played? Landing on investigation so many times. 
  • What was your favorite moment or aspect of what you just played? I liked having the opportunity to frame other players this time. 
  • Was there anything you wanted to do that you couldn’t? I still think it would be a good idea to have more interaction with the booklets. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Make the booklets feel more necessary, more player interaction and interaction between the different game elements. 
  • What should be improved with the next version? More interaction with the booklets, build the framing into the mechanics a little bit better. 
  • Describe the game in 3 words. Love the creators

Ideas & Potential Things to Change

  • Change the points earned when it is snowy and you pick up a bug card or fungi card. I think sometimes the points could be 0 for both scenarios, but it shouldn’t be that anytime you roll bugs or mushrooms and land on snowy, it is a wasted turn
  • Maybe add type of the decomposition stages to the tombstone 
  • Add and smooth out mechanics to frame another player
  • Maybe add an inter-circle that has a humidity dimension that also alters the bodily decomposition
    • This could maybe be a multiplier?
  • Change the random events card about the children digging up the body because it just doesn’t make sense
    • Probably just get rid of it and replace it with a different scenario
  • Maybe add an event at the end of the game to hide the dried remains
  • Detachable body parts on the decomp booklets?
  • Operation like decomp booklets?
  • Add more interaction with the cards and the decomposition booklets
    • Maybe play the cards on the booklets?
  • Maybe add other faces of the die be things that aren’t cards or come up with another set of cards
  • Maybe have some spaces on the decomposition scale that make you do something, gain, or lose points?
  • Have a punishment for having a certain amount of investigation cards
    • Maybe you are taken in for questioning 
    • Maybe you go to court? Or jail?
    • Maybe you have to skip a turn 
  • Have some options for turn actions so people aren’t doing the same exact thing every turn
  • In the random events rules, remove the thing about having a scale for points
  • Decomposition booklet ideas
    • Maybe make the decomposition booklets a little smaller
    • Make the decomposition booklets flip more easily 
    • Make them clear with stickers
    • Make them like boxes
  • Maybe add some blush to the illustrations
    • Some think the illustrations could be gorier too 

Strike Force Playtest

  • What was the most frustrating moment or aspect of what you just played? At first, there was no reason for us to not just play all of our combat cards and almost kill the other players in one turn. I think there needs to be an opportunity for more strategic decisions. 
  • What was your favorite moment or aspect of what you just played? I liked the pixelated art style. Although this type of game isn’t my favorite, I could see it working for your target audience. 
  • Was there anything you wanted to do that you couldn’t? I wanted to have a better way to keep track of my HP, rather than just keeping track of it on a piece of paper. I also wanted to have a store of ammo so that it isn’t just deciding how much ammo you want to use and it essentially means nothing because there was no penalty for running out. 
  • If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would want a lot more strategy in the game.
  • What should be improved with the next version? A couple suggestions that I have, in addition to what I already mentioned, would be to include a 3, 2, 1 and then lay down the cards, a better way to keep track of bullets and ammo (physical bullets like in Bang?), make sure that the cards aren’t see-through. I would also work on some of the mechanics so that players can have more strategy. I wonder, too, if there are some fun physical elements that you can incorporate to enhance the experience, aside from the cards. 
  • Describe the game in 3 words. Competitive, team combat

conners game, boats builder review

1. the pieces wouldn’t stay on the small little matt to build the boat.

2. the speed aspect was a lot of fun.

3. their wasn’t really anything that i wanted to do.

4. larger matt and a way for things to stay on that board a little better without rolling would be

5. nothing need changed, its perfect.

6. wood, boat, build.

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 

Catagories play test

the most frustrating pasrt about the game was trying not to repeat what someone had previously said. my favorite aspect was the fun catagories. some of them i didnt know a lot of but there were ones where i could have gone on for days. If i could change one thing it would be the point system because if you knew a lot of things in that catagory you would not always be rewarded. the game was fun