Documentation: Blind puzzle is a game in which each player is only allowed to see half of the board and must work with the other player to rearrange the pieces so that each side has all of the pieces of the same color (two to each side) and all of the pieces of the same color are touching. The necessary pieces for this game are a barrier (in this case two cups with paper taped so that pieces may be moved under to the other side) and 16 tiles (with four different colors).
Rules: 1. A third player must mix up the pieces while the other two aren't looking, and set them up with eight pieces on each side of the barrier with two rows and four columns (as shown above) 2. Players talk to each other while pushing columns from one side to the other and columns from side to side - one row or column can be pushed any number of times, but must be kept in the same order - example: the column closest to the bottom of the photo - if the player on the right wanted to shift the column two spaces away from him, the new alignment of star pieces would go from yellow, blue, green, red to green, red, yellow, blue 3. The game is completed once the winning condition is met - each side has two colors and all pieces of the same color are touching
Iterations: We started on the idea of having players communicate due to the fact that they couldn't see what the other could, this idea was taken from the digital game Keep Talking And Nobody Explodes. At first we made it so that each row had to be all of the same color, however after play testing we realized there were cases in which it was impossible to win due to the fact of tile placement and the rules regarding tile movement. Thus we decided the only way to keep the rules we had and still have a winning state, we made it so that the pieces of the same color must still be on the same side, but could only touch instead of being in the same row.
Reflection: This game was a lot of fun to make, mainly due to my team members. I believe that the people you work with are a huge part of the how the finished product turns out. We worked well together in the way that we could bounce ideas off of each other without harshly criticizing and instead stimulating creativity and inspiring each other.i All of the previous games I had a hand in were games in which each player (in a game with more than two players) had their own hand they kept secret, which meant a competitive game. I loved working on a game that allowed players to depend on one another while still having fun and not trying to screw each other over. This experience may be really helpful for me later on because now I know in which cases I should create a collaborative game and in which I should steer more so for a competitive one. Competition can be fun, but in cases where there are younger players or players with differing skill level, collaboration would definitely be the way to go.