{"id":576,"date":"2014-09-22T00:55:12","date_gmt":"2014-09-22T00:55:12","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2014\/?p=576"},"modified":"2014-09-22T00:55:12","modified_gmt":"2014-09-22T00:55:12","slug":"gregory-best-game-fest","status":"publish","type":"post","link":"http:\/\/mycours.es\/gamedesign2014\/2014\/09\/22\/gregory-best-game-fest\/","title":{"rendered":"Gregory &#8211; Best Game Fest"},"content":{"rendered":"<p><strong>Light Fight<\/strong><\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/IMG_20140920_210035.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-577\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/IMG_20140920_210035-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/IMG_20140920_210035-300x225.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/IMG_20140920_210035-1024x768.jpg 1024w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><\/a><\/p>\n<p>Light fight is a turn-based 4-player team game for night time. 4 players split into 2 teams, each player armed with a flashlight. The goal for each team is to get at least 3 of the other team&#8217;s feet illuminated. A judge helps decide if a foot is &#8220;illuminated&#8221;. Players can use cardboard boxes in the middle for defense. Players can also win by having both members of a team reach the opposite side of their starting positions, although this only ever happened once the entire day (during one of the games I played). Another twist &#8212; when shining your light, you have to aim it before turning it on &#8212; once it&#8217;s on you can&#8217;t adjust it. This adds an element of skill in addition to the strategy of the game. There&#8217;s also an element of luck in the configuration of the boxes.<\/p>\n<p>It&#8217;s a pretty neat idea. Light fight is pretty reminiscent\u00a0to the game Ninja, in that it&#8217;s physical and turn-based, but it&#8217;s also very different in a few ways: shining lights means the angle between players matters first, and then distance; having no physical contact makes it less violent and react-time based, and more strategic; having teams also contributes to that. However, the team-based aspect was in the background for most of the time. You really can&#8217;t effectively &#8220;attack&#8221; 2 players, so the game mostly splits into two 1-on-1&#8217;s. The &#8220;judging&#8221; part was also very tricky, since it&#8217;s a very fuzzy line what constitutes shining light on someone&#8217;s foot or not, and even moreso hard to tell before shining a light. I like how the game has a lot of room for strategizing: I stuck one foot out to another player, but they were far away, so they stepped in towards me, thinking their partner would get my partner&#8217;s 2 feet the next round. But in doing so, she perfectly exposed herself for me to shine light on both of her feet.<\/p>\n<p><strong>Scattershot<\/strong><\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screenshot_2014-09-20-20-25-52.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-578\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screenshot_2014-09-20-20-25-52-168x300.png\" alt=\"\" width=\"168\" height=\"300\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screenshot_2014-09-20-20-25-52-168x300.png 168w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screenshot_2014-09-20-20-25-52-576x1024.png 576w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/09\/Screenshot_2014-09-20-20-25-52.png 1080w\" sizes=\"auto, (max-width: 168px) 85vw, 168px\" \/><\/a><\/p>\n<p>In Scattershot, up to 4 teams compete to control ships on a 2D field. Each player on a team \u00a0uses their phone to open a web browser and control a single laser on the ship, and nothing more. Ships move around based on propulsion caused by firing lasers; firing all on one side at the same time lets you move forward; or just firing one causes you to rotate.<\/p>\n<p>The idea seemed interesting. The movement mechanic is a good way to represent how &#8220;in-sync&#8221; two players can think together, and compete both in that and strategy-wise. However, to me, the game was pretty hindered by high and unreliable latency (~3-5 seconds) between firing and shooting. I&#8217;m not sure if this was a technical issue, an intended mechanic, or both. This made it pretty-much impossible to strategize, but my partner and I ended up just independently trying to fire, accounting for the delay, and hit enemies from wherever we are, because the shooting distance made position pretty irrelevant, since there weren&#8217;t any strategic obstacles. It did remind me of an interesting game at GDC where up to 5 players push pedals to control independent rockets on a space ship, which was actually pretty fun, so I think with some technical improvements this could work.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Light Fight Light fight is a turn-based 4-player team game for night time. 4 players split into 2 teams, each player armed with a flashlight. The goal for each team is to get at least 3 of the other team&#8217;s feet illuminated. A judge helps decide if a foot is &#8220;illuminated&#8221;. Players can use cardboard &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2014\/2014\/09\/22\/gregory-best-game-fest\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Gregory &#8211; Best Game Fest&#8221;<\/span><\/a><\/p>\n","protected":false},"author":55,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-576","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/posts\/576","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/users\/55"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/comments?post=576"}],"version-history":[{"count":1,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/posts\/576\/revisions"}],"predecessor-version":[{"id":579,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/posts\/576\/revisions\/579"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/media?parent=576"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/categories?post=576"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2014\/wp-json\/wp\/v2\/tags?post=576"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}