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Showing posts from November, 2021

Playtest 1 Unit 3

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  Play testers show-off their 45 second collaborative drawings from my group's Sketch Express! For this unit, I play-tested Group 5, Group 4, Group 12, Group 11 and Group 10's games.  Group 12's is a survival game pitting humans against zombies. The formal elements of this game really stood out to me. They are as follows: Challenge The difficulty in this game lies in placing your components.  If you're a human, do you hide in a few rooms and bar off zombies, or do you throw yourself out as bait?  If you're a zombie, do you arrange your fleets with the weakest or strongest at the front?  This lays the foundation for the rest of the game.  Play I found the use of a ruler to control the distance each component can travel really interesting.  It made the game feel like a war-simulation game without being nearly as strict or complicated. It was also the part of the game that required the most playtesting and tweaking, which also made it the most compelling ...

ePortfolio Post 6: Sketch Express! Version 1 & 2

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 Group 9's Sketch Express is a quick and easy game for creatives. Players take turns drawing a random prompt using the other player's scribble. To make things more interesting, the player only has 45 seconds to finish while the other player guesses the prompt for points.  The idea of this game came from an exercise I used to do in an old art class.  The time limit and point system were added to to gamify the exercise.  Distinguishing the roles of player one and two and making it clear they switched took some careful wording; Play-tester interpretations will be vital in perfecting it.  A key part of the initial playtest was determining how much time each player should receive to draw.  The initial rule sheet allotted one minute. We decided this was too long and made guessing too easy. We tested 45 seconds, 30 seconds, and even 15 seconds before settling on 45.  The point system took a lot of adjusting and was the most difficult aspect of the design pro...