{"id":15633,"date":"2026-01-23T14:00:26","date_gmt":"2026-01-23T19:00:26","guid":{"rendered":"https:\/\/rmu.andrewyames.com\/?p=15633"},"modified":"2026-01-27T10:37:51","modified_gmt":"2026-01-27T15:37:51","slug":"game-responses-week-1","status":"publish","type":"post","link":"https:\/\/rmu.andrewyames.com\/?p=15633","title":{"rendered":"Game Responses &#8211; Week 1"},"content":{"rendered":"\n<p><strong>Calvin Ball:<\/strong><\/p>\n\n\n\n<p>Was it fun? Yeah, because it was energetic and a bit chaotic<\/p>\n\n\n\n<p>What were the player interactions? They were the whole game really &#8211; the game was nothing without what people said or did with each other &#8211; what people do impacts how you play the game<\/p>\n\n\n\n<p>How long did it take to learn? Instantly, because it is up to the people to create how it works<\/p>\n\n\n\n<p>What was the most frustrating moment or aspect of what you just played? Some of the rules that players come up with are not helpful to the ease of the game so that&#8217;s frustrating<\/p>\n\n\n\n<p>What was your favorite moment or aspect of what you just played? It&#8217;s energetic and mind-engaging which makes it enjoyable because people are laughing and having fun<\/p>\n\n\n\n<p>Was there anything you wanted to do that you couldn\u2019t? People often forgot the rules others came up with so if there was a way to ensure that players do what other players have called as the rules would make it more chaotic and feel like a game though<\/p>\n\n\n\n<p>If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Maybe start the game with a premise or a type of ruleset that you need to go off of so it&#8217;s a little more directional<\/p>\n\n\n\n<p>Is this a game you would play again? Perhaps, cause you can do whatever you want<\/p>\n\n\n\n<p>Analyze the game using the 3 act structure. It begins with the ball and nothing else, then rules start accumulating as you throw the ball around, then it ends whenever poeple decide it ends<\/p>\n\n\n\n<p>What are the collaborative and or competitive aspects of the game? It&#8217;s mostly collaborative because of needing people to create the mechanics but people can turn it competitive (like mason) if they declare themselves the winner<\/p>\n\n\n\n<p>What is the game\u2019s metaphor and which of the game\u2019s mechanics standout? There isn&#8217;t really a metaphor other than create whatever you want &#8211; the mechanic of do whatever mechanic you want is a unique mechanic in and of itself<\/p>\n\n\n\n<p>Describe the game in 3 sentences or in the form of a haiku<br>no rules but for choice<br>people making stuff up<br>no rules every rule<br><\/p>\n\n\n\n<p><strong>Get Over It:<\/strong><\/p>\n\n\n\n<p>Was it fun? Sort of, it&#8217;s  a frustrating sort of fun where it&#8217;s addictive to try and finish the game<\/p>\n\n\n\n<p>Player Interactions: It&#8217;s a one player game so no interaction really<\/p>\n\n\n\n<p>How long to learn: Pretty quick, just one mechanic<\/p>\n\n\n\n<p>frustrations: the one mechanic makes it hard to win or get to the &#8220;end&#8221;<\/p>\n\n\n\n<p>favorite moment or aspect: watching somebody else play it<\/p>\n\n\n\n<p>anything you wanted to do but couldnt: nope, because i wasnt doing it<\/p>\n\n\n\n<p>what i wanted to change: I feel like the point of the game is to be frustrating and simple so i dont really want to change anyting<\/p>\n\n\n\n<p>Play again? no not really, maybe just to see if i could beat it but not too intriguing to me<\/p>\n\n\n\n<p>3 act structure: The beginning where the dude sits and doesn&#8217;t move, trying to get farther on the map, giving up when you don&#8217;t get far enough<\/p>\n\n\n\n<p>collaborative\/competitive: it&#8217;s just competitive with yourself<\/p>\n\n\n\n<p>metaphor and mechanics: the &#8220;metaphor&#8221; is a dude in a water bucket trying to move up a mountain with a pickaxe to move, which is also the mechanic &#8211; moving by gripping the ground with the pickaxe<\/p>\n\n\n\n<p>haiku: <\/p>\n\n\n\n<p>bro in a bucket<br>can&#8217;t move except for pickaxe<br>frustration increased<\/p>\n\n\n\n<p><strong>Painstation<\/strong><\/p>\n\n\n\n<p>Was it fun? I did not play it but the video looked extremely <em>not <\/em>fun<\/p>\n\n\n\n<p>What were the player interactions? There are two players and they are trying to get the ball into the others goal or something and in turn not let that happen to them cuz of PAIN<\/p>\n\n\n\n<p>How long did it take to learn? since we just watched a video of it i wasn&#8217;t quite sure how it worked except for you instantly learned the consequence by the dudes screaming in pain<\/p>\n\n\n\n<p>What was the most frustrating moment or aspect of what you just played? I don&#8217;t like the idea of inflicting that much pain loll<\/p>\n\n\n\n<p>What was your favorite moment or aspect of what you just played? I didn&#8217;t play it (just watched) and enjoyed none of that video<\/p>\n\n\n\n<p>Was there anything you wanted to do that you couldn\u2019t? play it without pain<\/p>\n\n\n\n<p>If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? have an option to play with no pain<\/p>\n\n\n\n<p>Is this a game you would play again? NO, i don&#8217;t play games to be physically abused<\/p>\n\n\n\n<p>Analyze the game using the 3 act structure. No pain, much pain, end with too much pain<\/p>\n\n\n\n<p>What are the collaborative and or competitive aspects of the game? it&#8217;s purely competitive so that you don&#8217;t get electrocuted or whipped<\/p>\n\n\n\n<p>What is the game\u2019s metaphor and which of the game\u2019s mechanics standout? The metaphor i think would be the intrigue and suspense of getting hurt &#8211; the pain consequence is the most significant outcome of a mechanic<\/p>\n\n\n\n<p>Describe the game in 3 sentences or in the form of a haiku.<br>don&#8217;t let the ball fall<br>ping PAIN pong PAIN zap zap zap<br>play again at your risk<\/p>\n\n\n\n<p><strong>Townscraper<\/strong><\/p>\n\n\n\n<p>Was it fun? Yes, this was the most fun game we played today<\/p>\n\n\n\n<p>What were the player interactions? no interactions since it&#8217;s a single player game<\/p>\n\n\n\n<p>How long did it take to learn? a few minutes, figuring out the details of the mechanics<\/p>\n\n\n\n<p>What was the most frustrating moment or aspect of what you just played? initially it was a little frustrating not knowing how to delete the structures but then i figured it out<\/p>\n\n\n\n<p>What was your favorite moment or aspect of what you just played? the little noises were very satisfying, the design of the buildings was super cute and it was just relaxing<\/p>\n\n\n\n<p>Was there anything you wanted to do that you couldn\u2019t? choose what type of building <\/p>\n\n\n\n<p>If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I kind of wanted to see my little town inhabited with people moving around the streets and navigating the streets i created<\/p>\n\n\n\n<p>Is this a game you would play again? Yes, it was simply super satisfying and cute<\/p>\n\n\n\n<p>Analyze the game using the 3 act structure. There&#8217;s not much of a structure, but basically you start with a blank canvas and start placing squares of homes and continue placing them until you want to stop<\/p>\n\n\n\n<p>What are the collaborative and or competitive aspects of the game? it&#8217;s neither collaborative or competitive, you just set your own wishes and boundaries of game time<\/p>\n\n\n\n<p>What is the game\u2019s metaphor and which of the game\u2019s mechanics standout? Metaphor is unstressfully building a town on water, the mechanics are clicking and changing color &#8211; you let the programming of the game do the rest<\/p>\n\n\n\n<p>Describe the game in 3 sentences or in the form of a haiku.<br>sploosh splash water village<br>satisfying little game<br>cute homes to relax<\/p>\n\n\n\n<p><strong>Cow Clicker<\/strong><\/p>\n\n\n\n<p>Was it fun? Well, i didn&#8217;t really get to play it so no i did not think it was fun, the idea behind the game is intriguing however<\/p>\n\n\n\n<p>What were the player interactions? no interactions just a cow, or rather lack of a cow now<\/p>\n\n\n\n<p>How long did it take to learn? instantly, all you do is click<\/p>\n\n\n\n<p>What was the most frustrating moment or aspect of what you just played? you have to wait is probably the frustrating aspect<\/p>\n\n\n\n<p>What was your favorite moment or aspect of what you just played? the cute lil cows<\/p>\n\n\n\n<p>Was there anything you wanted to do that you couldn\u2019t?  actually play the game<\/p>\n\n\n\n<p>If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? see the cows in actions<\/p>\n\n\n\n<p>Is this a game you would play again? No, it&#8217;s pointless game, tho a good critique<\/p>\n\n\n\n<p>Analyze the game using the 3 act structure. A cow, cow is clicked, person waits, clicks again<\/p>\n\n\n\n<p>What are the collaborative and or competitive aspects of the game? neither really<\/p>\n\n\n\n<p>What is the game\u2019s metaphor and which of the game\u2019s mechanics standout? the metaphor is a cow in a field, the mechanic is just clicking and waiting and clicking again<\/p>\n\n\n\n<p>Describe the game in 3 sentences or in the form of a haiku.<br>Click cow wait click click<br>wait wait wait click click click click<br>wait years no click cow<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Calvin Ball: Was it fun? Yeah, because it was energetic and a bit chaotic What were the player interactions? They were the whole game really &#8211; the game was nothing without what people said or did with each other &#8211; what people do impacts how you play the game How long did it take to &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/rmu.andrewyames.com\/?p=15633\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Game Responses &#8211; Week 1&#8221;<\/span><\/a><\/p>\n","protected":false},"author":243,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[89,144],"tags":[139],"class_list":["post-15633","post","type-post","status-publish","format-standard","hentry","category-game-design-studio-2","category-game-review","tag-marked"],"_links":{"self":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15633","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/users\/243"}],"replies":[{"embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=15633"}],"version-history":[{"count":1,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15633\/revisions"}],"predecessor-version":[{"id":15673,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=\/wp\/v2\/posts\/15633\/revisions\/15673"}],"wp:attachment":[{"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=15633"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=15633"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rmu.andrewyames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=15633"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}