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Reviews for Georgette Tso
Innovativeness and potential of Sleeping Sheriff storyboard
Client 1:
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Fun concept that is easy to understand and taps into the fun of trying to get away with mischief. The "lightness of steps" part of the challenge presents guest feedback challenges. It might be hard to know who caused the failure or how to improve. Perhaps it would be more exciting to have many loose boards in the floor which actually depress under your weight? This would let the player know when they stepped inappropriately, and add a memory component to multi-round play.
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Client 2:
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I like this idea a lot! I think it could be simplified by removing the key at the start - just have people quietly slip through the "cell" bars (maybe they're loose, so you have to avoid touching them and making a loud noise?) I'm curious about your ideas on how to represent the sheriff. I could see some sort of projected shadow on a screen working here. He's pretty expressive in your storyboard, but I think you can cut cost and complexity by either showing just his shadow or even hinting at his presence with audio only. How are you planning on detecting player movement across the room? There are a lot of options, each with their pros and cons - infrared or optical motion sensors, audio sensors, pressure sensors in the floor, etc. I am interested to see how each of these performs in testing, and how you can use the strengths of each to emphasize the feeling of sneaking past the sheriff. In case it's not obvious, this is my favorite of your ideas and I hope it goes forward!
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Client 3:
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Gee, these look familiar! ;) I really would love to see this mocked up. I'm not sure how we would sense this - and if you guys have the time and resources to work on this, it would be awesome. Just keep in mind that the key has to reset in the beginning. It might just make more sense for the jail door to be open already.
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Reviewer 4:
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The game suits the theme of wild west very well, although it is a little similar to the Aztec game at 5wits Open World prototype, so it may not be as innovative. To make the game more fun/ unpredictable, perhaps you could consider some additional twists to the game (for example, maybe he could get a phone call all of a sudden and wake up and spot the players even though they are quiet). Some questions I have would be what is the significance of the key the players found - and if they used the key to leave the prison, how does the game reset? Also, when the players fail at the first attempt (b/c they don't know they have to stay quiet), how would you enforce that all of them go back to where they started to cross the room again - the group could have all but one player wait at the exit and have only one person cross the room?
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Reviewer 5:
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I like the idea but think the gag is a bit too easy to figure out. What if the key was hidden as well and they had to quietly try to get the key, so really any loud movements from the second they get in would hinder them, making it difficult to communicate with teammates?
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Innovativeness and potential of Beer Belly Bounce storyboard
Client 1:
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Great physical challenge! I think the idea could be improved by dropping the "touch them all" requirement, as it restricts player's creativity in solving a difficult physical puzzle. It may also be difficult to sense if all balls have been touched by each player, especially as players attempt to help one another.
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Client 2:
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This could be a lot of fun - it's a pretty comical setting for sure. I'm a sucker for a good physical challenge. I wonder though if it's feasible within the room size constraints. I think you could get in one, *maybe* two swings before you were already across the room. I think that as you add more beer bellies, it's going to prove nearly impossible to control the bounce enough to aim at the next one across the room - but feel free to prove me wrong with testing! One other thing to consider is whether the user experience can be improved by including more than one player at once. Right now the whole group waits on one person at a time, and there isn't much in the way of teamwork. Maybe the rope swing is part of a larger obstacle course so that more than one player can be on the course at one time.
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Client 3:
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This just seems fun and silly. I like it! But maybe just not as much as the creaky floor.
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Reviewer 4:
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I love, love, love the idea of this game! It doesn't require any resetting, and I could see most players enjoying swinging and bouncing off yoga balls. One suggestion I have would be to have sheriffs of different belly sizes and heights, so there are some variation in the difficulties of kicking their bellies and make the game even more exciting!
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Reviewer 5:
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This one seems physically quite difficult for some people because they must hold themselves off the floor on the swing for so long. Perhaps if only one person had to do this with the help of their teammates it would be a bit more doable for teams of people with varying physical fitness levels and weights. Is there a way to get on the swing stably without stepping on the floor?
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Innovativeness and potential of Saloon Shootout storyboard
Client 1:
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I like this idea! It seems like gameplay as described would be fairly short though. This could be improved if only one object is flashed at a time, requiring you constantly scan the room searching for the next target. You may consider placing objects up high or behind obstacles to keep the moving parts away from players where possible!
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Client 2:
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I like the saloon setting a lot. In terms of pure theming, I would love to see this built. I also like the idea of a shooting gallery, but I worry that guns are maybe not the right thing to put in an Open World venue. Ignoring that for the moment though... I think if you figure out a way to mount the guns securely to a surface (for durability - think about the shooting galleries in Disneyland, if you've ever been) then this is a nearly complete game as is. It's immediately accessible, culturally, and could be a lot of fun for groups to play over and over. It's also easy to grade, collaborative, and easy to scale the difficulty. If the group accepts the idea of guns in OW, then this could be a really effective game to implement.
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Client 3:
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I, for one, *adore* shooting gallery games. Getting the guests to put the guns back into the box will likely not happen - maybe there's another way to tether them (and wire them.)
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Reviewer 4:
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This game reminds me of the arcade, and is definitely a fun game to play with a group of friends. A question I have about the game would be how to reset the game, particularly the guns (I assume the flashing items could be spring-loaded or something to be able to 'unflip' themselves) - I could see players simply leaving the guns on the ground after completing the game, which would make the players following not having to discover/ look for the guns. Another concern would be on how to involve everyone in the game - when there are up to 5 people in a group, there has to be enough flashing items to make everyone able to play their share of the game; on the other hand, it may be too chaotic if everyone's shooting everywhere all at once... You may consider splitting up the room into different sections so every player has their own section of items to shoot :)
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Reviewer 5:
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This idea is interesting although I'm not sure a shooting game is as universally fun now as it might have been few years ago. How does the game reset once the items are flipped over, and how is it sense that a person has shot an item? In other words, what is the difficulty level? I think if the difficulty level is sufficiently high this could be a tough but engaging game for players that will make them want to try again and again to ultimately get it.
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Storyboard design and website presentation and execution
Client 1:
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These storyboards are fairly clear, but could perhaps be improved by shortening some of the gameplay sequences. The games described have real potential!
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Client 2:
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Well done! One of the clearest set of storyboards that I've seen. The only thing that I might add is an "establishing shot" of how all of the elements fit into the room. For example, in the Sleeping Sheriff, I'm not sure how much of the room is taken up by the cell, or how far players travel to get past the sheriff. Other than that, very well done!
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Reviewer 4:
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The storyboards are very clear and easy to understand, and I like the use of colors. The only recommendation would be to make the players' body more proportional. The website is simple and contains all the necessary information, although it would be nice if there's a menu bar either on the side or on top, so that the reader can view the different storyboards without having to scroll up and down.
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Reviewer 5:
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The storyboards are great and well drawn. My only main feedback is that the scans of them on the website are too large and require zooming out to see fully, and it isn't full clear that they are all on the same page until you've already scrolled down past them. Links towards the top going to individual sections would be a more clean and intuitive design.
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Room theme, Wild West: engaging and interesting? identifiable with target users?
Client 2:
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Great theme, I would bet that it will make it into the final show. It's culturally very accessible and there are dozens of games that would fit in the theme. I think it's visually one of the most appealing themes that I've seen. Nicely done!
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Reviewer 4:
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I think Wild West is a great room theme overall - there are plenty of wild west movies around that would allow the target users to identify with the theme! It is also a theme with many unique elements (guns, saloons, sheriffs, etc.) that one could easily incorporate action/physical games as well as mental puzzles into.
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Reviewer 5:
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I think the Wild West idea is cute and something a lot of guests will enjoy. There are lots of different directions to go with this theme, although it is somewhat difficult to keep them from being excessively violent or otherwise inappropriate for some users. I think some combination of the first two, like using a swing to get out of the jail cell and not touch the creaky floor. Definitely a lot of potential here.
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