CAGD 170

Final Game




Group 16

Group members: Jasmine Esterman & Justin Lewis

Game Summary:

  • A mother and her child's home is being invaded by the Zika virus outbreak. Mother has to protect her child from the mosquitoes entering her home. She uses the many repellents laying around the house to kill of the mosquito. While the mosquitoes are looking for a baby to infect.
  • Target audience is anyone with an interest in competition, survival, and the Zika virus. Aimed for young adults but players 12 and up can play the game. 
  • PVP



Problems:

  • There were no conflictions in turning in any of the assignments on time. Communication could have been better by exchanging numbers for the beginning of this game-process and define our tasks and roles more to create little confusion rather than waiting til the last minute.
  • During play testing the rules were easy to understand, but players felt it took to long to read. Because we didn't work on the rules as much it forced players to ask a couple questions at the start of the game. As we observed players we noticed some didn't understand the door function and that the giant square is meant to face you to enter so we had to clarify that more into the rules. 
  • Players would fill out a google feedback form and gather data through verbal questionnaires and they suggested that the squares felt too small compared to the size of the pieces and needed one of the two to be adjusted. 
Solutions:
  • For our final play testing Justin resized the squares of the board and I made the stands of the tokens smaller so the pieces would stand more easily. The result of changing the size of the board lead to a smoother and faster game to move across the board. Players enjoyed the game and tokens very much. 

Improvements:
  • For future reference I would like to make our communication stronger and discuss more about changing the rules to shorten it out. I'd also like to add some changes to our board and add more outside doors for the mosquitoes to enter to create more of a challenge. Overall, satisfied with our progress and watching opur play testers play.



Group 7

Team Members: Jasmine Esterman and Neil Languardia


 Vortex of Doom


Game Summary:
  • Players are sucked into a portal back in time to Feudal Japan where they wake up to a specific role and are forced to find their way back home before time runs out. The 2-4 player game gives the option to the player on what they want to be. They can choose from for roles that consist of Monk, Samurai, Lucky Cat, and Ninja all going through obstacles and challenges between an "event" card or an "i" for item card. The "event" card indicates a trivia question while and "i" card can benefit or give a disadvantage to a player. 
    • The target audience is meant for college students who have an interest in travel. The "travel interest" is based off of Japanese geography, culture, and mythology through history. Overall, anyone can play this game, but more suited for adults who have enough knowledge to answer the trivia questions.

Problems:

  • Issues we came across our first play test is that our rules were too long and took a quite a bit of time to read. Players had a hard time beating the enemies and found the combat system to be confusing that lead to a lot of questions for my partner and myself to answer. Since no one was able to win among our rounds of play testers signaled a red flag to make some major changes to our game. 
  • Even though our second play test was more successful  from player feedback they would have wanted to see more variety in the "i" cards or input a catch up mechanism. For the "event" cards that addressed to trivia question some cards were difficult to answer so in the future we could add tips and hints.
    • Despite getting a question wrong players can still progress throughout the game.
Solutions:
  • A solution from the results of our first playtest is to completely try a different angle for our game. Instead of the ability to work together we changed it to a more competitive game by removing the whole damage and health system and switching to simple core mechanics and trivia questions.
    • Simple core mechanics such as moving forwards or backwards. Some players will get cards that will help them progress other cards will force them to go back or make all players go back. 
  • Changing the board from joint paths to single paths made they game more fair. With the joint path some player have a difficult time progressing with the rest of the players. Also making the rules simple and short to 6 bullet points.
    • My group still kept my design for a spiral-like path. (For our game is called "Vortex of Doom")
Changes:
  • Changes we could have made were taking more initiative or control in our decision making. Our group took a long period of time to brainstorm that might have set us back from using our time to make improvement to our game.
  • Another issue was designing the board.
    • We weren't sure whether we wanted to incorporated teamwork or not, which resulted that team work was a difficult thing to do for our game. 



Group 13 

Group names:  Jasmine Esterman and my partner Tristin Karalash

 Game Summary:

  • we created a card game called Cursed Cringe. A summarization of our game is players have found a set of cursed cards and are now trapped within the game. Learning the cards the players must now play until one stands victorious. Defeat your enemies through strategy and make daring decision to take damage or perform the game’s conditions, in order to survive. Players must choose wisely because the deck of the cards can determine their fate. Our targeted audience is meant to appeal ages 13 and up. Any ages lower might have difficulty understanding the game's references and actions. This game is meant for an audience who like to strategize, yet at the same time to ridicule other players. Towards the end of the game a player might have a stronger bond with the other players or may ruin friendships. 

 Problems:

  • We had very little problems with task completions. We had to do minor adjustments in the grammar and wording of the cards that were manageable either after or before play testing. Observing our play testers, we were able to identify which cards worked and other cards were overwhelming for the player's to perform. The embarrassment cards require real life actions that the players must do in order to not receive damage and through which players took damage or not, we understood that our damages need to be greater and at the same time the actions be a little bit more easier. Through verbal feedback from our play testers problems we encountered in Cursed Cringe where the amount of protection cards felt unbalanced making it hard to kill an opponent. 

 Solutions:

  •  Solutions we look forward to improve our game is editing the "Embarrassment Cards" and taking out which cards were not that effective out of the decks and replacing them with new cards for future play testing. Communication was key in management project, we always texted each other if we came to a problem and made sure we understood our assignments.
 Changes:

  •  Future changes I'd like to change is the life system of our game. The life system would have a total number of 10 - 20 life points that will be actually represented by hearts so players won't be confused with the math and continuously counting for their damage. Overall, our play testers were satisfied by our game and enjoyed how fast paced and involvement of real life mechanics.

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