Creating the map with a few tiles and color coded blocks was definitely helpful at getting started. It also got you making the levels broadly at start to help with getting started. I definitely felt a lot of weight when looking at a levels total detail.

I played the actual full game of age of calamity and it seems to have a few extra mechanics that I did not notice on my initial starting play. So there is a mechanic of merging weapons and apparently there are types of bonuses that can be on them.

I was surprised by the amount of aesthetics the game dragon quest builders 2 meets even though it is not allowing of the bartle type killers to do what they wish. I guess this shows the difference between bartle types and MDA analysis.

I have played a little bit of Among Us. There are not many dynamics going on and that makes the game simple and quick. With the fellowship aesthetic, challenge aesthetic, discovery aesthetic, and fantasy aesthetic.

I played the demo of hyrule warriors age of calamity this weekend. I did 2 missions and I believe I have gathered quite a bit of information so far. So a familiar mechanic of warriors games is that you collect resources.