1. My favorite game to play is tsum tsum on my phone.
2. I like to play tsum tsum because I like connecting the cute creatures. I first started to like the actual stuff animals in the game which got me more interested in playing the game. Throughout the game I have to get a high score of 500,000 a week to get money to buy a new tsum tsum. What gets me attached to the game is that there is so much tsum tsum with a few new tsum tsum per month. Every single tsum tsum has it own power. I play the game to get a lot of money to buy and discover new tsum tsum powers.
3. One thing that makes the game fun is that you get to compete against your friends. To play with friends you have to download the line app and invite them to your account. When you invite friends you get money. Every week you compete against your friend to have the highest score. When your friend beats your score, the game gives you a warning. Throughout the whole week your friend and yourself are in this battle to get 1st place. The friend with the highest score at the end of the week will get the most money. Another thing that makes the game fun is that every time you play you get closer to leveling up. The levels help you get a higher score as an extra bonus after you play the game. Since I want get a high score to beat all my friends scores I play a lot to become a high level. By being a high level I can have a lot of bonus points after playing the game. Every time I level up I get a ruby and rubies can trade for money. Since I want more money to buy tsums tsums I play a lot to level up to get rubies for money.
2. I like to play tsum tsum because I like connecting the cute creatures. I first started to like the actual stuff animals in the game which got me more interested in playing the game. Throughout the game I have to get a high score of 500,000 a week to get money to buy a new tsum tsum. What gets me attached to the game is that there is so much tsum tsum with a few new tsum tsum per month. Every single tsum tsum has it own power. I play the game to get a lot of money to buy and discover new tsum tsum powers.
3. One thing that makes the game fun is that you get to compete against your friends. To play with friends you have to download the line app and invite them to your account. When you invite friends you get money. Every week you compete against your friend to have the highest score. When your friend beats your score, the game gives you a warning. Throughout the whole week your friend and yourself are in this battle to get 1st place. The friend with the highest score at the end of the week will get the most money. Another thing that makes the game fun is that every time you play you get closer to leveling up. The levels help you get a higher score as an extra bonus after you play the game. Since I want get a high score to beat all my friends scores I play a lot to become a high level. By being a high level I can have a lot of bonus points after playing the game. Every time I level up I get a ruby and rubies can trade for money. Since I want more money to buy tsums tsums I play a lot to level up to get rubies for money.
Interview
Malia
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
When a game is challenging it becomes addictive because people want to complete the challenges. When people complete challenges they get money/tickets to buy products. If the game is addictive enough, people would pay actual money for more money in the game. People want to use money to buy clothes to customize their character. Another thing that encourages others to play the games addictive is daily challenges. Daily challenges help people achieve a certain number of points for that day, to earn money.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Malia would choose to get the cheaper game because she's not really interested in video games. Malia feels that the money to pay for games should be used for other purposes like buying books for school.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Malia would want to have a secret level because she doesn't want to start the game over, she wants more levels. At the end of completing the secret level Malia feels that a secret prize should be given out in the end.
Tom
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
Tom would want a challenge in the game because without a challenge the game would be too easy and boring. With a challenge it makes players have to think of strategy to complete the levels of the game. To make the game challenging the main character should have to get different suits that have a special ability each. In levels certain suits will have to be used to complete the level, without the suits the player can't complete the level. The challenge of using the suits is that you will have to switch suits in the middle of a level. The special ability suit can't be open for the whole level, only allowing the special ability suit for being open for a few moments to make the move. Players will have to perfectly time when they use a special ability suit or they will lost at the level. To get the special ability suits people will have to use money to buy them, only getting money from games.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Tom would choose the more expansive game because it will have better quality. In games better quality helps the player to see things. If players aren't able to see things than they could not see the obstacle and die at the level. After trying to pass the level without seeing things for a while, it makes the game frustrating and unenjoyable. Another thing that you get with a more expansive game is multiplayer. Players enjoy multiplayer because they get to work together/compete with their friend.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Tom doesn't want to have the game to end, being forced to repeat the levels; wanting the game to continue on. With a secret level players make the game last longer. Even if Tom has to reply levels to reach the goal of achieving a certain number of points, he thinks it's worth it. What makes a secret level exciting is that it's suppose to be the hardest level, not knowing what to expect. Players will have to reply the secret level a few times to get the hang of it before completing it; causing players to play the game more.
Ridge
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
Ridge thinks by making the game more challenging it makes the game more fun. Every level players have a goal of completing the level, making small adjustments each play to make it to the end. What makes a game more challenging is racing against other players at the same time. The player with the highest score/fastest time will win. Since players want to win they will play the game more to become better at it, and bet other players.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Ridge would buy the cheap game because he doesn't know if it's worth it to pay an expensive game. For players to get an expensive game they will have to hear about the game being really good from other people. Most times Ridge doesn't hear if certain games are good from his friends, not knowing if the game is worth buying; not buying the game.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Ridge thinks it's worth replying levels to get enough points to play the secret level. The secret level should be challenging since it's the last level. While playing the secret level players should be able to play against the best player in the game, to make the secret level challenging. Since players are playing against the best, they will have to practice with old levels to develop their skills to bet the best player. By practicing skills on old levels, players play the game more. At the end of the secret level the player should win a secret prize.
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
When a game is challenging it becomes addictive because people want to complete the challenges. When people complete challenges they get money/tickets to buy products. If the game is addictive enough, people would pay actual money for more money in the game. People want to use money to buy clothes to customize their character. Another thing that encourages others to play the games addictive is daily challenges. Daily challenges help people achieve a certain number of points for that day, to earn money.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Malia would choose to get the cheaper game because she's not really interested in video games. Malia feels that the money to pay for games should be used for other purposes like buying books for school.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Malia would want to have a secret level because she doesn't want to start the game over, she wants more levels. At the end of completing the secret level Malia feels that a secret prize should be given out in the end.
Tom
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
Tom would want a challenge in the game because without a challenge the game would be too easy and boring. With a challenge it makes players have to think of strategy to complete the levels of the game. To make the game challenging the main character should have to get different suits that have a special ability each. In levels certain suits will have to be used to complete the level, without the suits the player can't complete the level. The challenge of using the suits is that you will have to switch suits in the middle of a level. The special ability suit can't be open for the whole level, only allowing the special ability suit for being open for a few moments to make the move. Players will have to perfectly time when they use a special ability suit or they will lost at the level. To get the special ability suits people will have to use money to buy them, only getting money from games.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Tom would choose the more expansive game because it will have better quality. In games better quality helps the player to see things. If players aren't able to see things than they could not see the obstacle and die at the level. After trying to pass the level without seeing things for a while, it makes the game frustrating and unenjoyable. Another thing that you get with a more expansive game is multiplayer. Players enjoy multiplayer because they get to work together/compete with their friend.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Tom doesn't want to have the game to end, being forced to repeat the levels; wanting the game to continue on. With a secret level players make the game last longer. Even if Tom has to reply levels to reach the goal of achieving a certain number of points, he thinks it's worth it. What makes a secret level exciting is that it's suppose to be the hardest level, not knowing what to expect. Players will have to reply the secret level a few times to get the hang of it before completing it; causing players to play the game more.
Ridge
1. What would make a game more challenging? If the game is challenging, who does it encourage players to keep playing the game?
Ridge thinks by making the game more challenging it makes the game more fun. Every level players have a goal of completing the level, making small adjustments each play to make it to the end. What makes a game more challenging is racing against other players at the same time. The player with the highest score/fastest time will win. Since players want to win they will play the game more to become better at it, and bet other players.
2. If you had the choice between a game that was cheaper and a game that was more expansive but had more graphic, which game would you choose and why?
Ridge would buy the cheap game because he doesn't know if it's worth it to pay an expensive game. For players to get an expensive game they will have to hear about the game being really good from other people. Most times Ridge doesn't hear if certain games are good from his friends, not knowing if the game is worth buying; not buying the game.
3. Do you think it's worth it to reply old levels to have enough points to unlock the secret level? If you think it's worth to have a secret level, what objects should be in it to make it interesting?
Ridge thinks it's worth replying levels to get enough points to play the secret level. The secret level should be challenging since it's the last level. While playing the secret level players should be able to play against the best player in the game, to make the secret level challenging. Since players are playing against the best, they will have to practice with old levels to develop their skills to bet the best player. By practicing skills on old levels, players play the game more. At the end of the secret level the player should win a secret prize.
Play Test
Mario
Pros
- obstacles - made me think = each obstacles different = adjust with each obstacles
- timing - go wrong time = die(lava hit you)
- each level in ground is elevator = get to elevator = move up to next level = easy to tell what is goal to complete game
Cons
- didn't know where the jump con is
- didn't have health bar = hit lava = didn't affect you
Run Fast
Pros
- lots cons = achieve success
- obstacle = falling stone = don't have time to think, have to go
- change directions = make people think fast = if don't think fast enough, will die
Cons
- just do 1 thing(action) = move = no challenge/interest
- took long time for stone to fall = easy to stay in front of stone = no challenge
- can't die = too easy = no reason to play again to complete game = can complete level in 1 try
Climbing(hot can)
Pros
- lot chances = time to fix mistakes
- bombs = get through level underground faster = take easier path
- moving boards = timing make person think or die
Cons
- only kill in certain things = easy to go over spike = no challenge
- squares too close together = have to be certain area move on = take too much time
Pros
- obstacles - made me think = each obstacles different = adjust with each obstacles
- timing - go wrong time = die(lava hit you)
- each level in ground is elevator = get to elevator = move up to next level = easy to tell what is goal to complete game
Cons
- didn't know where the jump con is
- didn't have health bar = hit lava = didn't affect you
Run Fast
Pros
- lots cons = achieve success
- obstacle = falling stone = don't have time to think, have to go
- change directions = make people think fast = if don't think fast enough, will die
Cons
- just do 1 thing(action) = move = no challenge/interest
- took long time for stone to fall = easy to stay in front of stone = no challenge
- can't die = too easy = no reason to play again to complete game = can complete level in 1 try
Climbing(hot can)
Pros
- lot chances = time to fix mistakes
- bombs = get through level underground faster = take easier path
- moving boards = timing make person think or die
Cons
- only kill in certain things = easy to go over spike = no challenge
- squares too close together = have to be certain area move on = take too much time
Protocol 2 & 3: Design and Ideate of Creation of Game
I was absent on the day the class brainstormed ideas for the level, doing the prototype of my game at home.
Define: The purpose of my game is to collect as many coins as possible, as fast as you can.
Ideate: The name of my game is called Falling Rocks from having a lot of falling blocks throughout the game. In my game of have 3 levels with the difficultly of the game changing in each level. The first level is the easiest with hardly any falling blocks, being filled with mostly blocks to run/jump on. The second level is only a bit harder than the first level with a lot more falling blocks, a few moving blocks, and a key stocked behind a group of rocks. The third level of the game is the hardest with needing quick transitions. The hardest part of the third level is when players have to jump from one falling block on the right side to one falling block on the left side. After a person completes the falling block stage they have to jump to regular blocks quickly or they will be dropped down to the lava.
Obstacles/Elements:
up/down blocks(blocks stacked on top of each other, making it in player's way)
single jump blocks
double jump blocks
lava
falling blocks
monkey bars
ladder
key
bomb(special ability collect to blow up rocks and get key)
moving blocks
transporters(on same level-3rd)
super coin
coins
Ideate: The name of my game is called Falling Rocks from having a lot of falling blocks throughout the game. In my game of have 3 levels with the difficultly of the game changing in each level. The first level is the easiest with hardly any falling blocks, being filled with mostly blocks to run/jump on. The second level is only a bit harder than the first level with a lot more falling blocks, a few moving blocks, and a key stocked behind a group of rocks. The third level of the game is the hardest with needing quick transitions. The hardest part of the third level is when players have to jump from one falling block on the right side to one falling block on the left side. After a person completes the falling block stage they have to jump to regular blocks quickly or they will be dropped down to the lava.
Obstacles/Elements:
up/down blocks(blocks stacked on top of each other, making it in player's way)
single jump blocks
double jump blocks
lava
falling blocks
monkey bars
ladder
key
bomb(special ability collect to blow up rocks and get key)
moving blocks
transporters(on same level-3rd)
super coin
coins
Protocol 4: Prototype-Creation of Game
Prototype 1: I wasn't here in class to draw prototype on paper, drew prototype straight into game at home
Prototype 2: In prototype 2, I drew the game straight into the app.(below)
Prototype 2: In prototype 2, I drew the game straight into the app.(below)
Protocol 5: Testing and Feedback
Pt1-Peer Review of Class mate's Game
Malia
1. I was able to complete the game.(yes)
2. I liked the blocks being closely stacked on one another because it made a person think. If a person tried to skip all the blocks by doing a double jump, they would end up falling in the lava. When I played the game, I had to first take a pause and look at the overview of the blocks stacked on each other, to figure out where I had to jump. I had to be precise in making my single jump in a specific place, to prevent myself from falling in the lava. From stacking the blocks on one another it added a challenge because it slowed the player down from jumping over one block to another. A player had to come up with a strategy to complete the game, he/she didn't want to complete the game to fast that is caused them to fall in the lava; but he/she also didn't want to go to slow that they would waste time. My strategy was just to take my time on jumping over each block so I wouldn't waste time regenerating and staring over again.
I didn't like the ladders because there was no reason for it to be there. In the game I could just jump over the ladders, to skip it and quickly move onto the next obstacle. Even when I tried to use the ladders, my person in the game just kept falling through and dying. In the end the ladder just ended up being in the way and taking a place of another obstacle.
3. I would add a different obstacle than ladders to make the game more interesting. The obstacle I would add is spikes because it makes a person time their jumps. Spikes could be placed any where to make the player do jumps in mid air to avoid the spikes. In the beginning the player might do a single jump to get out of the way of a small spike, then do a double jump in the air to get over a long spike a bit above the person in the game. With people having to do jumps in mid air, it would make a person have to look at the spike situation first, to know what to expect. Spikes causes people to think to know when to jump at the right time.
Hunter
1. I was able to pass the game.(yes)
2. I liked the blocks with spaces between them because it made me vary my jumps(single/double). In the game some blocks were stacked up higher than others with a space of water in between each box. Before I started jumping onto the blocks I had to look at that section of the game to know what to expect. Once I looked at the overview of the blocks for a quick second, I started jumping on the blocks. Since the blocks had a space between them, I had to be careful not to over jump; so I won't end up in the lava. While I was in the air after jumping, I had to move my person in mid air to control on where I landed. I couldn't rush by suddenly jerking my person in the game to the side, or I would have fallen in the lava. While in mid air I had to picture where I was going to land, causing the game to teach me focus and patience.
I didn't like the blocks being in the straight line because it didn't add any challenge. With the blocks being in a straight line, all I have to do is run straight without needing to adjust to different situations/obstacles. The obstacles cause a person to think which takes time. Since the game had hardly any obstacles with the person in the game running in a straight line, I could finish the game fast. After running in a straight line for a while, the game starts to get boring; causing less people to want to play the game.
3. I would add falling blocks if the person in the game is going to run in a straight line because it makes the game more challenging. Falling blocks causes a person to not think but go to prevent themselves from dying, causing a person to have quick reactions. In the game since it was in a straight line I took my time in collecting coins. If there was falling blocks in the game, I would not even think about coins, and just worry on getting past the falling blocks. Since the game will be faster paced with falling blocks, it would make the game more challenging; causing people wanting to play the game.
1. I was able to complete the game.(yes)
2. I liked the blocks being closely stacked on one another because it made a person think. If a person tried to skip all the blocks by doing a double jump, they would end up falling in the lava. When I played the game, I had to first take a pause and look at the overview of the blocks stacked on each other, to figure out where I had to jump. I had to be precise in making my single jump in a specific place, to prevent myself from falling in the lava. From stacking the blocks on one another it added a challenge because it slowed the player down from jumping over one block to another. A player had to come up with a strategy to complete the game, he/she didn't want to complete the game to fast that is caused them to fall in the lava; but he/she also didn't want to go to slow that they would waste time. My strategy was just to take my time on jumping over each block so I wouldn't waste time regenerating and staring over again.
I didn't like the ladders because there was no reason for it to be there. In the game I could just jump over the ladders, to skip it and quickly move onto the next obstacle. Even when I tried to use the ladders, my person in the game just kept falling through and dying. In the end the ladder just ended up being in the way and taking a place of another obstacle.
3. I would add a different obstacle than ladders to make the game more interesting. The obstacle I would add is spikes because it makes a person time their jumps. Spikes could be placed any where to make the player do jumps in mid air to avoid the spikes. In the beginning the player might do a single jump to get out of the way of a small spike, then do a double jump in the air to get over a long spike a bit above the person in the game. With people having to do jumps in mid air, it would make a person have to look at the spike situation first, to know what to expect. Spikes causes people to think to know when to jump at the right time.
Hunter
1. I was able to pass the game.(yes)
2. I liked the blocks with spaces between them because it made me vary my jumps(single/double). In the game some blocks were stacked up higher than others with a space of water in between each box. Before I started jumping onto the blocks I had to look at that section of the game to know what to expect. Once I looked at the overview of the blocks for a quick second, I started jumping on the blocks. Since the blocks had a space between them, I had to be careful not to over jump; so I won't end up in the lava. While I was in the air after jumping, I had to move my person in mid air to control on where I landed. I couldn't rush by suddenly jerking my person in the game to the side, or I would have fallen in the lava. While in mid air I had to picture where I was going to land, causing the game to teach me focus and patience.
I didn't like the blocks being in the straight line because it didn't add any challenge. With the blocks being in a straight line, all I have to do is run straight without needing to adjust to different situations/obstacles. The obstacles cause a person to think which takes time. Since the game had hardly any obstacles with the person in the game running in a straight line, I could finish the game fast. After running in a straight line for a while, the game starts to get boring; causing less people to want to play the game.
3. I would add falling blocks if the person in the game is going to run in a straight line because it makes the game more challenging. Falling blocks causes a person to not think but go to prevent themselves from dying, causing a person to have quick reactions. In the game since it was in a straight line I took my time in collecting coins. If there was falling blocks in the game, I would not even think about coins, and just worry on getting past the falling blocks. Since the game will be faster paced with falling blocks, it would make the game more challenging; causing people wanting to play the game.
Pt 2-Self Game Test
1. My game does met my challenge on collecting coins. The game meets the challenge because it has coins all of the place on every level. There is even a super coin on level 1. Since the super coins are worth more, the super coin was harder to get than the other coins found on level 1. In each level, since the terrain got harder, it was harder to collect coins. Since level 3 has the most obstacles, I looked the least amount of coins on that level compared to all the other levels. Another reason the game meets more challenge is when the obstacles increase in each level the person in the game goes up. The first level was pretty easy, letting myself a gust to the game. In the second level a person has to start getting into the game. The second level got a bit more tricky with moving blocks, causing myself to think and be patience so I could time the jump right. By the third level, the players has to start just going off of reaction instead of getting a chance to see the overview of the game. In the third level there is a portal from a standard block to falling blocks. Since the portal just puts yours person in the game from one place to another, I couldn't see the falling blocks; causing myself to just make my person go in a random direction to try to survive. I thought that the game was pretty balance, it gave people who aren't good at video games a chance to pass the first level; and it gave people who are good at video games a challenge when the game starts getting complicated at the end.
2. I could complete my game.
3. One thing that I could change on the second level is that I should add lava under the moving blocks. Even is a person falls from the moving blocks or mistimes the jump, they could still recover from it. I want to teach a person to be more cautions the first time, and to not rush the game. With lava being under the moving blocks it makes a person rethink the situation, taking more time to plan a strategy to pass the level. In the end the lava under the moving blocks just adds more of a challenge to the game. Another thing I would change is that there is a ladder under falling blocks in level 3. The ladder has no reason to be there because it doesn't help the player in the game. it just takes up space. On the same level(level 3), a set of falling blocks just to the right of the second ladder has no reason to be there because the lava/spikes are already blocking another path the player could take. The spikes/lava forces the player to use the portal to go to the falling blocks. The falling blocks just take up room because it doesn't block the player from going in that certain path, since falling blocks don't even harm the player. To prevent the player from going down that certain path, I have a block the path will things that can hurt the person in the came; teaching the player to go down or different path or kill their person in the game.
2. I could complete my game.
3. One thing that I could change on the second level is that I should add lava under the moving blocks. Even is a person falls from the moving blocks or mistimes the jump, they could still recover from it. I want to teach a person to be more cautions the first time, and to not rush the game. With lava being under the moving blocks it makes a person rethink the situation, taking more time to plan a strategy to pass the level. In the end the lava under the moving blocks just adds more of a challenge to the game. Another thing I would change is that there is a ladder under falling blocks in level 3. The ladder has no reason to be there because it doesn't help the player in the game. it just takes up space. On the same level(level 3), a set of falling blocks just to the right of the second ladder has no reason to be there because the lava/spikes are already blocking another path the player could take. The spikes/lava forces the player to use the portal to go to the falling blocks. The falling blocks just take up room because it doesn't block the player from going in that certain path, since falling blocks don't even harm the player. To prevent the player from going down that certain path, I have a block the path will things that can hurt the person in the came; teaching the player to go down or different path or kill their person in the game.
Peer Review of Own Game From Class Mates
Malia's Feedback
1. Malia wasn't able to pass the level.
2. Malia liked the transition from the falling blocks to the monkey bars on the first level because you had to double jump to get to the monkey bars. The player has to jump before the falling block falls or the player will have their character fall into the lava. Since the falling block drops fast, a person doesn't have time to think, they just have to jump; adding a challenge of thinking fast.
Malia didn't like that the game was hard from the beginning, causing her not to be able to pass the game.
3. Since the game was too hard, Malia suggest that the game should be easier from the beginning and slowly increase the difficulty in each of the levels. Some people don't play a lot of video games, and Malia thinks that non video gamers should have a bigger chance to complete the game. Malia thought that the difficulty between the levels increased too much.
Hunter's Feedback
1. Hunter wasn't able to complete the game.
2. Hunter liked that I had lava between the blocks in the first level because it makes it more challenging. With the lava being under the blocks, it kills the person in the game automatically if they touch it; causing players to be more careful about their jumps. Players have to carefully move their character in the air, to land on the block. Hunter fell into the lava when trying to jump from block to block because she rushed into the situation.
Hunter didn't like how skinny the block was on the first level because it made it too hard to jump on the block. Since the block was too skinny, Hunter wasn't even able to pass the first level.
3. Hunter's suggestion is to remove that part of the skinny block above the lava, and make an easier obstacle; or make the block over the lava bigger, so it would be easier for people to jump on it. With the block above the lava being bigger, it would give people a better chance to pass the game. Hunter wants the first level to be easier in the beginning so people could first adjust to the game.
1. Malia wasn't able to pass the level.
2. Malia liked the transition from the falling blocks to the monkey bars on the first level because you had to double jump to get to the monkey bars. The player has to jump before the falling block falls or the player will have their character fall into the lava. Since the falling block drops fast, a person doesn't have time to think, they just have to jump; adding a challenge of thinking fast.
Malia didn't like that the game was hard from the beginning, causing her not to be able to pass the game.
3. Since the game was too hard, Malia suggest that the game should be easier from the beginning and slowly increase the difficulty in each of the levels. Some people don't play a lot of video games, and Malia thinks that non video gamers should have a bigger chance to complete the game. Malia thought that the difficulty between the levels increased too much.
Hunter's Feedback
1. Hunter wasn't able to complete the game.
2. Hunter liked that I had lava between the blocks in the first level because it makes it more challenging. With the lava being under the blocks, it kills the person in the game automatically if they touch it; causing players to be more careful about their jumps. Players have to carefully move their character in the air, to land on the block. Hunter fell into the lava when trying to jump from block to block because she rushed into the situation.
Hunter didn't like how skinny the block was on the first level because it made it too hard to jump on the block. Since the block was too skinny, Hunter wasn't even able to pass the first level.
3. Hunter's suggestion is to remove that part of the skinny block above the lava, and make an easier obstacle; or make the block over the lava bigger, so it would be easier for people to jump on it. With the block above the lava being bigger, it would give people a better chance to pass the game. Hunter wants the first level to be easier in the beginning so people could first adjust to the game.
Prototype 2 Edited Game
Prototype 2 Edited Game Feedback
Hunter
1. What feedback did you get today?
When Hunter was playing my game she didn't complete the whole game, she only made it up to level 2. In level 1 Hunter said that the falling blocks going into the monkey bars were too far apart. She had trouble jumping from block to block, and often fell and died. To improve level 1, Hunter thinks that I should make the blocks closer together so players can have an easier time jumping from block to block, and make it to the monkey bars. In level 2, Hunter had problems with the falling blocks also going into the monkey bars. Since the level 2 falling blocks was right next to the monkey bars, the player had to let the person in the game fall before jumping to the monkey bars. When Hunter played the game she had trouble jumping to the monkey bars, falling with the falling block before getting a chance to jump to the monkey bars. Hunter thinks that in level 2 that I should put the falling blocks lower, so players can jump straight from the falling blocks to the monkey bars.
1. What feedback did you get today?
When Hunter was playing my game she didn't complete the whole game, she only made it up to level 2. In level 1 Hunter said that the falling blocks going into the monkey bars were too far apart. She had trouble jumping from block to block, and often fell and died. To improve level 1, Hunter thinks that I should make the blocks closer together so players can have an easier time jumping from block to block, and make it to the monkey bars. In level 2, Hunter had problems with the falling blocks also going into the monkey bars. Since the level 2 falling blocks was right next to the monkey bars, the player had to let the person in the game fall before jumping to the monkey bars. When Hunter played the game she had trouble jumping to the monkey bars, falling with the falling block before getting a chance to jump to the monkey bars. Hunter thinks that in level 2 that I should put the falling blocks lower, so players can jump straight from the falling blocks to the monkey bars.
Prototype 3/Finial Prototype
I wasn't here in school when the class was making prototype 3. Since I didn't create a prototype 3, I only published my prototype 2.
Pixel Press Presentation
Empathy
Empathy means to find a problem in the world. In the project for empathy we had to create 10 questions to interview people, to find out what people likes in video games. First we created 10 questions and went with a partner, to see if our questions were good. If our questions weren't good, the class came together to fix each other's questions. After our questions were fixed, we interviewed each other. Once we knew what people liked about games, we played someone else's game to see what we like about other people's game.
Define
Define means to find the real problem. In the define step of the project we created the goal of the game. The goal of my game is to complete the game and get as many as coins as possible.
Ideate
Ideate means to brainstorm. In the ideate step in the project we had to come up with a name of our game and come up with at least 12 elements to put in our game. Elements are the obstacles and blocks you put in the game. A element that I put in the game is falling blocks. When the class were drawing out the elements to put in the game, we got a piece of paper and drew out the elements without a ruler; while writing out the elements on the side. The name of my game is Falling Blocks because my game has a lot of falling block in it.
Prototype 1
Prototype means to turn your ideas into an actual object. In this project we had 3 prototypes. In prototype 1, I was absent. In class, we drew out what our game looks like with the elements on a piece of paper with a ruler. Since I was absent, I drew my game straight into the app, then colored it.
Test/Feedback
After we created the game, we played our own game and gave our selves feedback. Then we played at least 2 other people's game, and gave them feedback. After we played 2 other people's game, those 2 people played our game, and gave us feedback about our game. A feedback that I got was that my first level was too hard because my blocks over the lava were too skinny to jump from one another. Once we got feedback about our first prototype of the game, we edit the game. An edit that I made is that since level 1 was too hard, I made the blocks bigger over the lava to help people jump from block to block; and complete the level.
Prototype 2
Then after making the edits to our game, we got more people to play our game and get feedback. After we got feedback a second time, we edited our game again and published it.
Prototype 3
I wasn't here was prototype 3 because I was absent. Since I wasn't here for prototype 3, I didn't create a second game of a mixture of the 1st and 2nd prototype to publish.
Empathy means to find a problem in the world. In the project for empathy we had to create 10 questions to interview people, to find out what people likes in video games. First we created 10 questions and went with a partner, to see if our questions were good. If our questions weren't good, the class came together to fix each other's questions. After our questions were fixed, we interviewed each other. Once we knew what people liked about games, we played someone else's game to see what we like about other people's game.
Define
Define means to find the real problem. In the define step of the project we created the goal of the game. The goal of my game is to complete the game and get as many as coins as possible.
Ideate
Ideate means to brainstorm. In the ideate step in the project we had to come up with a name of our game and come up with at least 12 elements to put in our game. Elements are the obstacles and blocks you put in the game. A element that I put in the game is falling blocks. When the class were drawing out the elements to put in the game, we got a piece of paper and drew out the elements without a ruler; while writing out the elements on the side. The name of my game is Falling Blocks because my game has a lot of falling block in it.
Prototype 1
Prototype means to turn your ideas into an actual object. In this project we had 3 prototypes. In prototype 1, I was absent. In class, we drew out what our game looks like with the elements on a piece of paper with a ruler. Since I was absent, I drew my game straight into the app, then colored it.
Test/Feedback
After we created the game, we played our own game and gave our selves feedback. Then we played at least 2 other people's game, and gave them feedback. After we played 2 other people's game, those 2 people played our game, and gave us feedback about our game. A feedback that I got was that my first level was too hard because my blocks over the lava were too skinny to jump from one another. Once we got feedback about our first prototype of the game, we edit the game. An edit that I made is that since level 1 was too hard, I made the blocks bigger over the lava to help people jump from block to block; and complete the level.
Prototype 2
Then after making the edits to our game, we got more people to play our game and get feedback. After we got feedback a second time, we edited our game again and published it.
Prototype 3
I wasn't here was prototype 3 because I was absent. Since I wasn't here for prototype 3, I didn't create a second game of a mixture of the 1st and 2nd prototype to publish.