Game Log 1: Experience
Use the following questions as a reference for your documentation. Feel free to edit the format.
How would you describe your game?
This game was created to demonstrate how inequality and cooperation converge in the battle against water. The water level is rising, and not everyone is facing the same challenges.
Some live high and safe, others low and vulnerable. Some have more resources or money to survive, while others have to work harder to stay dry at all. This is unfair, but also resonates with real society.
Yet, everyone is dependent on each other. Only through support and cooperation can the *entire* polder remain dry. But what will you do? Will you choose your own interests and ignore others once you're safe? Or will you stick your neck out and help others, even if it costs you something?
The game offers excitement and fun, but also raises a deeper question:
Do you only think of yourself, or will you help build a future where everyone stays dry?
What decisions have been made so far in regards to:
- Engagement of the game with the theme
We want to reflect contemporary life, which is characterized by high levels of inequality. When a major crisis occurs, these inequalities are even better to see. The theme (rising sea levels and the future) is reflected in the number of necessities needed to keep their country afloat. The biggest challenge right now is the water, which is rapidly approaching the players. This ties in with the overall theme.
- Engagement of the game with EU values
The biggest EU value we're focussing on, is equality. Like we said before, the big inequalities are even worse when a major crisis occurs. That's where we draw a
- Inspiration from the collection and kick-off
At first we collected inspiration out of the watersnoodramp, because we needed to use different pictures out of this big crisis. There is a collage made out of it. The photos of the flood disaster made us think about the animals (ducks, horses) and how they can't speak for themselves, which is unfair. Kiara then drew inspiration from a former classmate who had come up with something similar. Each player started at a different level, some with more advantages than others. Gradually, we saw Flevoland and how we could use it: any player could also have an "island" like that, as a starting position.
How did you come to these decisions?
- Share any pictures from your game making process.

- Describe how the design methods such as the canvas helped your game making process.
What are your action points for the day?
11-09-25 Developing the concept further and starting with a lo-fidelity prototype to test.
Get Wet feet
Wet feet
| Status | Prototype |
| Category | Physical game |
| Authors | maartengroen, Roosdvries |
More posts
- Game Log 4: CreateSep 08, 2025
- Game Log 3: ImagineSep 08, 2025
- Game Log 2: PlaySep 08, 2025