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Gamestar Final Project-8th

Now it's time to reflect on your final project by posting to this blog.  
  • Paste the screen shot of your game in a new post.
  • Answer the following questions using complete sentences in the same post.
  1. Describe the game that you created. What was challenging for you during the design phase?
  2. Describe your design process as you moved from one level to the next.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level?
  4. How did the levels balance degrees of challenge and fun?
  5. What feedback, if any, did you receive from your playtesters?

Joaquin- Period 3

posted Feb 5, 2013, 10:17 AM by Joaquin Lopez   [ updated Feb 5, 2013, 10:57 AM ]

 

  1. Describe the game that you created. What was challenging for you during the design phase? My theme was A turing point of History and it the only complicated part was trying to fit the main theme which would make my game well suited which. The biggest challenge for me was that I tried to get the custom Background Challenge  so my game could be unique.
  2. Describe your design process as you moved from one level to the next. I tried the best I could to make my levels fit with the main theme of the story line.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? I used blocks to help my avatar get place to place,and I used ended a custom background so it could make my game stand out from other games. To complete most of the missions the had to use strategy so you found a way to win it.
  4. How did the levels balance degrees of challenge and fun? I believe my game was well balanced by using maze formated game were you had to go to the endpoint before time which made it challenging and fun at the same time.
  5. What feedback, if any, did you receive from your playtester? Your game was fun and definitely challenging. I liked the way you used different avatars and different enemies in your game keep up the good work.-The swagginwaggan


Lauren- Period 4

posted Feb 4, 2013, 9:17 PM by Lauren Roach   [ updated Feb 5, 2013, 11:51 AM ]


  1. Describe the game that you created. What was challenging for you during the design phase? The game I created took place in and out doors and has many levels that get harder as the player is further into the levels. The game that I created was called War, and it was about Pènèlope, a 20 year old girl, who enlists in the army and is accepted. She is trained and then fights but gets captured, escapes and celebrates her arrival with people back home. The most challenging part of the design phase was deciding what background I was going to use, how I should place the different blocks, and how the level should look and feel. I was also limited on the types of blocks, avatars, and enemies so that made the process of making my ideas on paper come to life much more difficult than expected. 
  2. Describe your design process as you moved from one level to the next. I wanted my levels to tell a story. The first level she tells her mom she joined the army, second level she goes through training, third level she goes through war, forth level she is captured, and the fifth level was when she celebrates her arrival with friends and family. Each of the backgrounds of each level were represented by the time of day and the level itself. One took place in the dark and that was to make it more 'challenging' if you were in the game.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? In some levels I was trying to convey a mood such as scary or happy and enjoyable. I used the sharp red blocks for the creepy levels and used the grass and fluffy clouds for the happy games. The avatar in some levels were changed due to the platform or top down settings. One had a suit and the other was her without the suit. The enemies changed as well. In one level the enemies looked insane, some looked harmless, and in others they looked brutal and mean.
  4. How did the levels balance degrees of challenge and fun? Two of my games were very challenging and the rest were a difficulty of medium. I balanced the fun and challenge of the game by making you want to retry the game until you succeed. I also put in a timer in a few levels so there was pressure on the player to finish in time. I made sure that the levels were not easy but not challenging to the point where you would want to quit early on in the game.
  5. What feedback, if any, did you receive from your playtesters? The feedback I got was very positive and only from one person. The person who played my game said that it was detailed and challenging and that was what was fun about it, "Your was very detailed and challenging and thats what fun about. Good job I liked it."

Malachite-Period:5

posted Feb 4, 2013, 5:57 PM by Unknown user   [ updated Feb 5, 2013, 1:08 PM ]




  1. Describe the game that you created. What was challenging for you during the design phase?- The game I made was called Spartan's quest. It was about a spartan warrior named Max who lost his priceless sword in the heat of battle. The sword was solid gold, and given to him by his father who pasted away. Max can't part with the sword so he goes on an adventure to try and get the sword back. He goes through many enemies, and covers much land. At the end he finds the sword, but it came with a price. Max loses one of his best friends in the process of finding his sword. He questions his friends loyalty, and his friend really doesn't like that. It was very challenging finding the right balance of the game. People would tell me the game was to hard. Then they would say it was to easy, but I finally found the right combination of difficulty and fun. 
  2. Describe your design process as you moved from one level to the next.-I made the background of both levels the same because it is the same quest, but I needed an extension to level 1. That is also why I made the avatar, and the enemies the same as well.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level?-I used blocks in different combinations to make my game. I choose the avatar, blocks, and enemies because they looked the most like spartans to me. I used them differently though because I put them in different places in each level.
  4. How did the levels balance degrees of challenge and fun?- I balanced them by adding more time, and taking away some of the enemies. It was hard to balance the game at first because different people were giving me different feed back, but I finally found the right combination.
  5. What feedback, if any, did you receive from your play testers?- I received feedback like the game was to hard. So I changed the game a little, and they told me the game was to easy. So after a few changes the game was finally called perfect.

Blake- Period 5

posted Feb 4, 2013, 1:06 PM by Unknown user   [ updated Feb 5, 2013, 1:02 PM ]





  1. Describe the game that you created. What was challenging for you during the design phase? My game is called Army Guy. It was about a guy in the army who had to go through training, a battle, and the main boss's lair. It was challenging thinking of a story. The design of game star is very simple so I did not have a lot to work with.
  2. Describe your design process as you moved from one level to the next. I had to go from a top down, to a platformer, back to a top down. I had to also think about the story line and adding text. I also had to increase the difficulty, and make sure it was balanced. 
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? I used almost every block and enemy, to make it interesting. I also used different damages and health. I even incorparated teleportars, and enemy spawners. I included text to make the story interesting. 
  4. How did the levels balance degrees of challenge and fun? The levels got harder as they went on. I think it was a balanced game, as far as fun and challenging. I made the levels a little easier since they were kind of hard to beat. 
  5. What feedback, if any, did you receive from your play testers? "You do not need to change anything, It was very fun."

Vanessa R.- Period 5

posted Feb 4, 2013, 1:06 PM by Unknown user   [ updated Feb 5, 2013, 12:50 PM ]

  1. Describe the game that you created. What was challenging for you during the design phase? The game I created was based upon a story I made up about two men in a science lab that spilled a chemical that erases important, historical events. For example: Revolutionary War, the Constitution, etc. It was a challenge to create the game because, I did know how to explain the story in a game.
  2. Describe your design process as you moved from one level to the next. The design process was somewhat exciting considering we were making the layout and overall game. I have two levels in my game and I tried to make it a little more difficult but, not so challenging that you can't pass it. Its was a fun process.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? By starting off with average avatars then making it more challenging. I did this by adding even more enemies that taking longer to disappear.
  4. How did the levels balance degrees of challenge and fun? It was a challenge but you were able to pass the levels, so it brought a fun aspect because, you could accomplish the level. 
  5. What feedback, if any, did you receive from your playtesters? This is one of the comments of feedback I received: "Vanessa, i really liked how the games where challenging yet really fun. I dont think there is anything wrong with your game i really liked it!" 

Juliette-Period 5

posted Feb 4, 2013, 1:06 PM by Unknown user   [ updated Feb 4, 2013, 1:07 PM ]

      

  1. Describe the game that you created. What was challenging for you during the design phase? The game I created was about going back to the future and just save the Indians from have to move away. The challenging part is how to design and set up the game because at first I didn't have no idea who the game would be. 
  2. Describe your design process as you moved from one level to the next. The first level it was introducing everything and then from the next level some action comes in and in the middle it more action comes out and the ending it goes down to the end. 
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? The avatar has to go collect the coins and try not get hit by the enemies or you will lose. There was some time in it too.
  4. How did the levels balance degrees of challenge and fun?  In some levels there was time in it and enemies. If you get hit or time runs out then you have to restart all over again. 
  5. What feedback, if any, did you receive from your playtesters? 


Nikhita-Period 5

posted Feb 4, 2013, 1:02 PM by Unknown user   [ updated Feb 5, 2013, 1:07 PM ]


  1. Describe the game that you created. What was challenging for you during the design phase? My game name is The Civil War! This game is based off the civil war and about how blacks were treated differently from whites. Collecting the coins would help redeem blacks freedom and at first it was challenging to build the game because I had to decide and make sure that the game went along with the theme. For example, I had to make sure that the game made sense and it would stay on topic.
  2. Describe your design process as you moved from one level to the next? The point of my game was to start it off hard and for it to get easier as the levels pass.The differences from level 1 to level 2 is they both have different backgrounds and different enemies. The first level was to show that The Civil War wasn't easy dor blacks to live through and the second level was to show that they kept the fight to freedom going and were rewarded at the end.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? In both levels I used space, blocks, enemies, and coins. I wanted to space things out so it was very challenging where the player would quit, the coins for them to collect and redeem their freedom, and the enemies were to be defeated.
  4. How did the levels balance degrees of challenge and fun? My levels are fun yet challenging. Play testers said that it was somewhat challenging, but very fun and they wanted to keep on playing. 
  5. What feedback, if any, did you receive from your play testers? I got feedback from Reyna S! She replied that my game was fun and challenging. She said that the spacing was good however in the second level I should have made it a bit bigger. She liked the choice of avatar and how the enemies were different on both levels of the game.

Reyna-Period 5

posted Feb 4, 2013, 12:58 PM by Unknown user   [ updated Feb 5, 2013, 12:41 PM ]



  1. Describe the game that you created. What was challenging for you during the design phase? My games name is Egyptian Treacherous Quest.  The game I created is about how Evil Zelzar had stolen your families coins and jewels and you are on a mission to get it back. What was challenging was that I needed an idea of how to set up my game and what avatar to use for my game. Another challenging part of the designing phase was to finish the bonus levels of the quest to unlock new avatars, blocks,  enemies, and backgrounds.
  2. Describe your design process as you moved from one level to the next. Well in the first level everything was done in the single screen but in the second level it was multiple screens. The backgrounds were different in the two different levels. I also had different types of enemies in each level and their speeds might have been faster in the second level and slower in the first level. Some of the enemies I had in my game could shoot bullets so you had to be aware of them. Some of the other enemies were really fast and could jump high but didn't have any weapons. 
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level? I used different blocks in each level and changed the color of them to set the mood of each level and I used different enemies. Like I said earlier in the first level the enemies might have been a little more slower than the enemies in the second level. Like for example in the first level the enemies couldn't jump around but in the second level they were very fast and allowed to jump. Overall components I had used through out my levels was space, avatars, goals, and rules.
  4. How did the levels balance degrees of challenge and fun? My levels were fun yet also challenging. The fact that it is challenging, is fun. You had to collect all the coins and you had to kill all of the enemies which was fun but the challenging part was that you had a certain amount of lives and a certain amount of time to accomplish the levels. 
  5. What feedback, if any, did you receive from your playtesters? The feedback I got from my playtesters was from Nikhita. She said, "That it was challenging and good. It was fun because you had all of these enemies coming at you and you just take control and kill them. You also have to collect all the coins and get to the gold start block in a limited amount of time." So my overall feedback from Nikhita was that it was a really fun game and quite challenging. 

Kendra -Period 5

posted Feb 4, 2013, 12:58 PM by Unknown user   [ updated Feb 5, 2013, 12:58 PM ]


                                                                               
  
Describe the game that you created. What was challenging for you during the design phase?
My game takes place during the day and night. It is a one player game. My game is based on a guy named Kenny, coming back from the future to warm all humans that there will be an alien invasion in the year 2066. He wants us humans to create guns so that we are prepared for the future. In my game you are trying to kill all of the aliens to save the human race. The most challenging part of making my game was probably trying to beat it and publish it. It was hard to beat it because there were a lot of enemies to kill. My game was very hard because I had to make it based on my story which was an Alien Invasion.
Describe your design process as you moved from one level to the next. 
I was trying to think of how I can make a game where I had humans killing aliens, then i thought why not just make it really hard and put a lot of aliens in my game to make it harder for them to pass my game. I then I thought I was only going to make one level but then I was told I had to make two. Sofor the first level I made it during the day and very easy to pass. The next level I made it at night and was very difficult to beat. If you were to pass that level you win the game.
How did you use various components (avatars, blocks, enemies) to vary play from level to level? 
In my game I had 2 levels, and in each level I used one avatar, many blocks, and a couple of enemies. Well level 1 it was during the day, and I used avatars such as robots that went all over the map of my game and tried to attack you. I also used normal enemies that just moved back and forth in the same place and they could not come after you.
How did the levels balance degrees of challenge and fun?
The levels were different degrees of challenge because one was top to bottom with tons on enemies. The first level was little bit challenging but it was fun at the same time because you were eager to beat it. The second level was scrolling with only a little set of enemies. it is really fun but takes a while to beat. They were both fun because you were able to shoot and kill each enemy and collect every coin which was an adventure.
What feedback, if any, did you receive from your play testers?
received feedback that my game was very fun, yet difficult. Also that it took them a while to win and that they enjoyed it.Some feedback I got, "Kendra your game was fun. The first and the second level was challenging for me. NICE WORK!!!!!!!!!!!!!!!!!!!!!! :)."

ariel-period 5

posted Feb 4, 2013, 12:58 PM by Ariel Waithaka   [ updated Feb 4, 2013, 1:07 PM ]

 
  1. Describe the game that you created. What was challenging for you during the design phase?
  2. Describe your design process as you moved from one level to the next.
  3. How did you use various components (avatars, blocks, enemies) to vary play from level to level?
  4. How did the levels balance degrees of challenge and fun?
  5. What feedback, if any, did you receive from your playtesters?
  1. My game has a kid that time travels through time and finally defeats the time master. the most challenging thing i did in this game was coming up with the idea 
  2. I had to be very creative with my level.
  3. the things I used to make my levels were custom backgrounds and a special avatar 
  4. I gave them just the right amount of chalenge 
  5. no one  game me any

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