Game: Emotions Central Machine

[ Emotions Central Machine ] by Felipe Raizor , its a board game that show us How - What - Why we feel about things in a whole new Day, and all those complex emotional-sensitive processes that rule us. _ Players play as themselves following day cycles. Sorting-confronting different events as opponents. Balancing and developing their Ideal Lifes with features, incentives and better moments. . . . . . . . . . . . About Game : One or Two players draw cards from game board and experiment Life on different events and variants that could make bad/good moments, nasty, exciting or a terrific new Day in just 12 phases. >> Players then take hard decisions about what happen to them and how to confront these 12 daily events with many 'counter responses' and 'pro buffs' as some resources. ---- There are more than 144 positive-negative external factors to deal with, affecting our way of living moments throughout the day. >> Different sensors-receptors with specialized departments as Filters deal with these random inputs and various stimuli sensations ; events, circumstances, diverse problems, issues that generate responses and feelings as results : sadness, fear, anxiety, stress, anger, excitement, relaxation, love and affection, etc.. among other examples as questions & thoughts. ---- Depending of those, HEART react in less / more pulse and feel less / more impact to something special, giving a meaning to it, and letting us making better / worst decisions. - - - [ Emotions Central Machine ] its a didactic game of what happen to us, what drive us and the internal processes that could make us + alive, energetic, enthusiastic and active.. and of course the negatives aspects too . Its about everything that call our attention on every single instant in life. - - - » Its a game about Resiliences, Inner Strenghts, Emotional Survivalence VS. the ' Unknown ' circumstances of that strange randomness of life « . . . . . . . . . . . About Designer : Once again Felipe Raizor dares to explore unreviewed areas of psychology and physiology showing us interesting complex systems on a game, as a conscient intention to make something intrincate and not too entertaining in a short jam . [ Emotions Central Machine ] could be too ambitious and impossible to make in 48 hours, yes, but too necessary to add miscellany and range to the entire result of games made on GGJ13.

Diversifiers

I Know What You Did Last Summer: Game world is persistent between sessions and changes from one session affect game play on the following ones.
Approved for All Audiences: The game must not show any violence, not even cartoonish. Stepping on living mushrooms is off the list, as is killing any type of enemies, not even undead, though we know they’re already dead…
Bigger Picture: The game touches on a political, environmental or social issue.

Platforms

non-digital game (board game, card game, physical game, etc.)

Jam Site

Updated

Friday, February 8, 2013 - 05:09
Felipe Raizor

Credits

by Felipe Raizor : Writer . Concepter . Designer . Artist 

>> Based on personal researchs-writes about Videogames & Emotions ( 2009 )

 

Comments

pexbest's picture
Submitted by pexbest on Tue, 01/29/2013 - 11:01

PDF, Graphics, also links and updates will be submitted soon.

Thanxs for your visit  :)

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