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Reviews for Uvini Lokuge
Innovativeness and potential of Tunnel storyboard
Client 1:
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This is a unique game. I like that it has puzzle elements and requires some minor physical dexterity. Why does the door at the end of the tunnel close? This could be a safety issue. Are there multiple tunnels? How does this work with multiple people?
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Reviewer 2:
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Definitely an original idea to crawl through a beehive, and I think it could be a really fun and cool experience. I think this hive tunnel has a strong "america ninja warrior" appeal to it (mentioned by the founder of 5WITS when he presented in class). The intensity could be increased by hyping up people's fear of bees. I imagine the hive would have some really cool looking hardened honey / sap "dripping" off the walls. To add to the intensity, it's gotta be LOUD in the hive with the sound of buzzing bees flying around all over. I like the idea of stepping on a bee, and rather than an alarm going off, the bees turn on you, the door closes and you get and buzzed out of the hive. Playing on the fear somehow. How do you foresee multiple people participating with this? It may be possible to have multiple hive tunnels leading to the same place and you only win when your entire party reaches the honey pot. There's also the issue of failure... as in, how to make it difficult enough so people don't figure it out right away and win 100% of the time? I think the idea of "no stepping on bees" is a good start, but a few additional aspects would make it more challenging. Maybe incorporating some "bee stings" that could be a small stream of air that blows into people's face or on their hands when they hold on to the handles.
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Reviewer 3:
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I think this story board matches your theme well and is a good introduction to the beehive adventure. In some of the drawings it looks like the inside of each tunnel is a rocking climbing experience, and an others it looks like the inside of the tunnel is more a walk and be careful where you step. What sort of interior were you thinking of? I think a sort of rock climbing interior could be interesting and could raise the difficulty of the task to reach a 25% success rate. I also noticed that you have everyone climbing through a different tunnel, which is a good way to get multiple people involved. I was wondering if there might be a way to add interaction between the players as they climb through tunnels (i.e. levers they can pull to move a bee that is blocking the path of a teammate)? Overall, I like the geometry (hexagonal tunnels) and thematic idea behind the room (finding honey and not stepping on bees), though I wonder if there are ways to improve the room through increasing the difficulty of traversing the tunnel and adding in innovative ways for teammates to collaborate as they traverse the tunnel.
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Innovativeness and potential of Throne Room storyboard
Client 1:
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What is the purpose of the throne? How does that tie into the bee theme? How does the room reset for the next group? I think that there might be some decent concepts here but it needs refinement and simplifying a bit. A single game per room is the goal here.
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Reviewer 2:
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The throne room didn't get me as excited as crawling through a beehive. The storyboard essentially walks through the experience of putting together a life-size puzzle and then sitting down on in a chair. The level of difficulty for this strikes me as being on the easier side (kind of going against the "failing 75% of the time" constraint). Maybe if there was a timer for setting up the puzzle on the wall, and its extremely short to get things in place. This definitely works well with groups (minus the sitting in the chair part) Completing a task to sit in a chair just feels a little strange to me that opens up a code to leave the room feels a little anti-climatic for me. Maybe you could be declared "queen bee" by sitting in the throne with a fake crown placed on your head somehow? If someone sits in the queen bee chair before they earn their place in the meadow, bring in the bees for stinging :) I'm not sure the additional clue for rhyming to sit in the chair would be necessary, but it could add to the cohesiveness of the room. The light up path to the chair would be enough.
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Reviewer 3:
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This storyboard nicely continues the bee theme with flowers and a throne for the queen bee. I think the room has clear instructions and a goal, and will be enjoyed by attendees who like puzzles. I also like how the hexagonal theme has been continued into this room in the shape of the puzzle pieces. Additionally, multiple team members can work on the puzzle at once, so it seems to be a good group activity. With clear instructions it seems like the main challenge to the room will be putting together the puzzle in time, so the designer will probably have to make sure the puzzle is difficult enough that the first few times the group will run out of time. I'm also unsure how much ability we will have to darken rooms in the open world game, though it seems like lighting up the floor without darkening the room too much will have the same effect. Another possible idea, if you choose not to make the puzzle too complex is to have the puzzle show the correct path to the throne (i.e. puzzle tiles match up with tiles on the floor, and the puzzle tiles which light up show which tiles on the floor you have to step on to get to the throne.) Overall, I think this room fits with the theme very well, and my main consideration for improvement would be to think about making the room a little more complex to average a 25% success rate.
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Innovativeness and potential of Defender Bees storyboard
Client 1:
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How does the bear work? Is it an animatronic? The bee guns are a fun idea, but how do they die? Can they not be used again after this? How does the bear know whether or not it has been hit?
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Reviewer 2:
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Shooting a bear with your bee friends stingers is a pretty cool idea! It's sad they die though :( I'm a little unclear with how the bear would look. Do you envision it being a virtual bear on a screen or a dude in a suit? The virtual bear could be really intense and cool to see approach from a distance and start to get more and more angry as he gets nearer. When he gets hit by one stinger, he could be more irritated and increase his intensity. What happens if you miss? Does the bear eat you and your friends for lunch? This could be fun and as challenging as you'd like to make it!
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Reviewer 3:
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This storyboard take the idea of bees defending themselves and ties it in well with the challenge of figuring out how to put the stingers on the bees and shoot them at the bear. I like how the bear interacts with the room by roaring at the beginning and running away when it has been successfully stung some number of times. I think the key to this room will again be tuning the difficulty to help the room reach a 25% success rate. Depending on how hard figuring out how to add stingers/ shoot the stingers is, one might be able to add complexity through having the bear move as the bees are trying to sting it. Alternatively one could look to increase the teamwork required in this room by requiring the bees to all string at once, or making the bees need two operators to sting. Overall I think this idea is clearly explained, fits with the theme well and is the most novel of these three rooms.
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Storyboard design and website presentation and execution
Reviewer 2:
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Website looks really professional. It seems like the hive idea is probably the most well thought through with how to implement into the room (and to me has the most fun potential out of the three). The linear tasks were presented in a clear manner, although how to deal with failure is a little unclear, that was not necessarily required at this point in time.
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Reviewer 3:
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The storyboards effectively convey each challenge and the text makes each room's methods and objectives easy to understand. The storyboards contain a good variety of full room shots and close up images. For the images showing the tunnel geometry and the bear in the room, it think a little more perspective or detail would be helpful so the reader can better understand what the players are doing to avoid the bees (handholds on walls? stepping over tiles?), or how the bear target is placed in the room. I found the pictures showing the bees in the bear room changing from one rotation to another to be helpful in understanding how the room changed as users interacted with it. The website is simple, clear and easy to understand and use.
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Room theme, Beehive: engaging and interesting? identifiable with target users?
Client 1:
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It wouldn't be one of my first choices, but I think it is very unique and has potential.
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Reviewer 2:
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I do believe being inside a beehive is a really interesting idea that could play to people's fears and bring some intensity out. I wasn't as excited about the throne and the defender bees as something on my scale of "would I want to play this again". It would really depend on how intense and realistic of a scenario it played out in the room. I think the bear attack would be a real challenge to implement from a repeat without staff in a bear costume. Overall good! I think it could be great and really appealing with the extra touches of intensity required to make it an experience people want to repeat.
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Reviewer 3:
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I think the overall room theme is well implemented in the rooms described in the storyboards. I think most users will know about bees and therefore be able to understand the theme, though I am unsure how many users will actively seek out the rooms for the theme as they want the experience of being a bee. Overall, I like the variety of challenges in the rooms, though I might estimate that the rooms are likely to have a more than 25% success rate and might benefit from being a little more difficult. I like how all the challenges are different from each other, but still relate strongly to different aspects of bees.
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