Game #1- Ant Colony:
Balance: The testers are varied in terms of gamer experience and therefore a compliment on subject selection since that is the best way to test out one's game. To my understanding from their presentation there will be two opposing ant colonies in one game and each side has equal opportunities and resources. I'd like to suggest presets that differentiates the two colonies yet still maintain the balance of the two (e.g. one colony is stronger than the other one, but the other one is better at gathering resources)
Model (prototype): Paper prototype. However from the way they presented the prototype, I hardly saw any strategy involved except for simple maneuvers.
Art: Since the game is focused on strategy, the team needn't focus on character modeling in detail. However an attractive storyline or appealing characters are always keys to a successful game. The team needs to work on their art work.
Originality: Original in the sense that it's an ant themed game played strategically, whereas other ant themed games out there often focuses more on action/adventure of an ant.
Game #2- Fins of Fury:
Balance: Again credit for them for finding subjects with different skill levels and experience. As for balance inside the game it seems the team has a pretty good idea how the player can grow their character stronger and better without having to become more skillful, this is interesting.
Model (prototype): Paper prototype with dice and movable figures. Credit for successfully portray what the game will look like and most importantly, feel like.
Art: Nicely modeled 3D characters and they seem to be comfortable with 3D modeling. We didn't get to see the art for backgrounds and interactive items/objects though.
Mechanics: Eat what's smaller than you, avoid what's bigger than you! This is an already established game play mechanic that has proven to be successful. No problem here.
Originality: The story is not original and the game play is not original either. The team needs to come up with some other features that'll make the competitive edge for their game.
How well the physical prototype mimics the game: The paper prototype is a good representation of what the game will be like. Although the rules might be a little hard to understand.
Game #3-Mizu:
Balance: the target users are said to be 6+ but it's real hard to find subjects with that much variety. The team will have to do more user testing further on.
Model (prototype): Paper prototype with human "AI". Interesting way to test the game, the team will have to implement the human "AI" behaviour into the electronic version to expect similar testing results.
Art: This is definitely the team's strong side and they clearly understand that and utilized that into the prototype. Big credit to them for this.
Mechanics: Earth, Fire, Water, Wind... proven solid mechanics, I'm expecting the team to balance these mechanics well.
Originality: Not very original. It's a side scrolling adventure game with 4 elements theme.
Game #4- Untitled (Previously named "School'd"):
Balance: Credit to them for using subjects with different skills. As mentioned from their presentation their prototype lacks pick-ups that will essentially help balance the game more.
Model (prototype): Board prototype in which new mechanics and rules can be applied. This is a versatile way of fully engage the subjects in the game. Big credits here.
Art: There was a rendered polygon character. Other than that we didn't get to see much, maybe they should have showed their concept arts which are quite nice.
Mechanics: Proven action/adventure mechanics with medieval theme.
Originality: Not original. I have a feeling of seeing Age of empires, Diablo, and Dungeon Seige in the making.































