Storyboard Doomsday Shelter: innovativeness and potential
Client 1:
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Rooms should stand alone and be able to be played in any order. They should only consist of a single puzzle and be able to be beaten in a maximum of 5 minutes.
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Client 2:
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I think the general idea of trying to get into the shelter is a great idea. I'm concerned the game is just a bunch of small puzzles that are worked on individually. Maybe there is a way to make them connect more. I like the idea of putting pages on the jukebox pages. Thats a fun way to make them visible, but challenging to read quickly or all at once.
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Reviewer 3:
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The overall gameplay seems exciting and well-designed for an exciting team adventure. The use of the jukebox is clever for both creating a challenge in reading the instructions as well as playing off the retro feel of both jukeboxes and bomb shelters. The theme of solving puzzles before a bomb explodes is a little bit overdone, so if there's another way to create urgency in solving the puzzle, that could potentially make it feel more original. Another thing to think about is how to better integrate the "power outages" - they may appear as a somewhat arbitrary challenge and thus be more frustrating than fun.
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Reviewer 4:
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I like this idea a lot. There is a unique combination of physical and mental difficulty. The only thing I worry about is if it is too complicated and time-intensive to be completed in a short time frame.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Jukebox Instructions
Client 2:
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I think this is cool! It might be a challenge to make, but putting it all behind lexan allows you to make it "fragile" and not worry about it being broke. Maybe you can buy a real CD jukebox?
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Reviewer 3:
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This is a unique idea and a clever way to combine elements from another room, although I'm not sure that's what 5wits wants in the open world concept where rooms are isolated activities. The increasing volume of the music is a great way to generate urgency as well as to add that extra dimension of complexity in communicating among the team. It also seems like the type of gag that is complex enough to impress people while being very feasible to implement.
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Reviewer 4:
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I love this idea. It requires a certain amount of ingenuity and for the team to split up so that certain members read-off instructions on the jukebox while others are busy solving the puzzles.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Port Plug Puzzle
Client 1:
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This is also a cool idea. I imagine the instructions for this game are in the jukebox?
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Client 2:
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This might be a tricky puzzle to build, that i worry could have a lot of I/O. Depending on the content, this might be the least exciting part of the room.
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Reviewer 3:
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The idea of inserting a wide variety of cables into appropriate slots is an appropriate level of challenge for being one of several puzzles in the room. It is also certainly quite feasible to execute. I would expect that typical plugs like USB would be too fragile to withstand many users' repeated attempts to insert plugs incorrectly, so you would likely need to design your own custom plugs that are a bit more ruggedized.
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Reviewer 4:
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This puzzle is really interesting, and will really require the players to think critically and collaborate the move on. But it's unclear as to whether this is the only puzzle, or is it just one of several, as defined in the storyboard? If so, I worry that there won't be enough time for a team to realistically complete the mission.
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Potential, feasibility, user experience and human factors shown in the concept sketch, Breaker Box
Client 2:
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I like the idea of the occasional reset and also having to climb up a bit to flip the switches. This is simple, but seems fun.
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Reviewer 4:
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The page just says it's "Coming Soon!" - perhaps there is a link I'm missing?
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Sketching technique, clarity of storyboard and concept sketches, and their web presentation
Client 2:
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Nice storyboard. The sketches could use a little more detail on the technical parts of you concept. Good Job though!
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Reviewer 3:
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The jukebox is my favorite sketch. It appears very lifelike in its dimensions, and the shading on the side gives it a realistic texture while the shading on top accentuates the curve. The port plug sketch is clear on the overall layout of the room, though the focus should be on the specific gag, so it would have been more helpful to "zoom in" on the port plugs, perhaps highlighting different types of plugs and ports. Although the storyboard uses simple sketching, it is generally clear as to its intent. However, given that this is the second storyboarding exercise, I would expect more detail with respect to the "puzzles" mentioned in the storyboard. It seems that several ancillary items, like the jukebox, have been better defined than the core puzzles that make up the challenge. The next iteration should dive into these details.
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Reviewer 4:
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Overall, I love the ideas, creativity, and design of Tim's storyboard and sketches. My only reservations are as to whether there are multiple puzzles, which will speak to the feasibility of the overall mission.
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