Game 1: Stardew Valley Sec on 1: Stardew Valley is a simula on role-playing game. The player takes on the role of a character who has inherited their grandfather's farm, and they must restore and maintain it while also building rela onships with other characters in the game. The game's characteris cs include farming, cra ing, explora on, and socializing. The game is similar to other simula on games like Harvest Moon, but it differs in its depth of story, gameplay mechanics, and emphasis on rela onships. Sec on 2: Three tropes that Stardew Valley implements are: 1. Farming Simulator 2. Rela onship Building 3. Cra ing Sec on 3: The problem of Stardew Valley is to maintain and improve the player's farm while also building rela onships with other characters in the game. Sec on 4: The game play loop in Stardew Valley involves several ac ons that are repeated throughout the game, including farming crops and animals, mining for resources, fishing, and socializing with other characters. The game starts with the player inheri ng their grandfather's farm, and then they must clear land, plant crops, and raise animals to produce goods. As the game progresses, the player can unlock new areas and gain access to new resources, allowing them to expand their farm and build rela onships with other characters. Sec on 5: Three different objects that occur in Stardew Valley are: 1. Crops - each crop has different a ributes such as the number of days to grow and the amount of money it produces when harvested. 2. Animals - animals can be raised for their products such as milk and eggs, and they require food and care to remain healthy. 3. Fishing Rod - the fishing rod is used to catch fish, which can be sold or used for cooking. The a ributes of each object affect gameplay by determining the me and resources required to maintain them. For example, crops require water and fer lizer to grow, while animals require food and a en on. The state of the objects changes as the game progresses, with crops growing and being harvested, animals producing products, and fish being caught. The state of the objects affects gameplay by providing the player with resources to sell or use, allowing them to progress in the game. Game 2: Animal Crossing Sec on 1: Animal Crossing is a life simula on game. The player takes on the role of a human character living in a village inhabited by anthropomorphic animals. The game's characteris cs include home decora ng, fishing, bug catching, and socializing with other characters. The game is similar to other life simula on games like The Sims, but it differs in its focus on explora on and the natural world. Sec on 2: Three tropes that Animal Crossing implements are: 1. Life Simula on 2. Home Decora ng 3. Collec ble Items Sec on 3: The problem of Animal Crossing is to build a home and maintain a happy life in a village inhabited by anthropomorphic animals. Sec on 4: The game play loop in Animal Crossing involves several ac ons that are repeated throughout the game, including collec ng and selling items, fishing, bug catching, and socializing with other characters. The game starts with the player moving into a new village and building a home, then they must maintain their home and build rela onships with other characters. As the game progresses, the player can unlock new items and features, allowing them to customize their home and village. Sec on 5: Three different objects that occur in Animal Crossing are: 1. Furniture - furniture is used to decorate the player's home, and each piece has different a ributes such as size and style. 2. Fish and Bugs - fish and bugs can be caught and sold or donated to the museum. Each type of fish or bug has different a ributes such as rarity and selling price. 3. Fossils - fossils can be dug up and donated to the museum. Each fossil is unique and contributes to comple ng the museum's collec on. The a ributes of each object affect gameplay by determining the value of items when sold or donated, and by allowing the player to customize their home and village. The state of the objects changes as the game progresses, with furniture being bought and placed in the player's home, fish and bugs being caught or donated, and fossils being dug up and donated. The state of the objects affects gameplay by providing the player with resources to sell or use, and by contribu ng to comple ng the museum's collec on. Game 3: Moonlighter Sec on 1: Moonlighter is an ac on RPG with rogue-like elements. The player takes on the role of a shopkeeper named Will, who also happens to be an adventurer. The game's characteris cs include dungeon crawling, item management, and shopkeeping. The game is similar to other rogue-like games such as The Binding of Isaac and Enter the Gungeon, but it differs in its emphasis on shopkeeping and its pixel art style. Sec on 2: Three tropes that Moonlighter implements are: 1. Ac on RPG 2. Rogue-like 3. Item management Sec on 3: The problem of Moonlighter is to explore dungeons and collect rare items to sell in the player's shop, while also upgrading the player's equipment and abili es to progress deeper into the dungeons. Sec on 4: The gameplay loop in Moonlighter involves several ac ons that are repeated throughout the game, including exploring dungeons, figh ng enemies, collec ng items, and managing the player's shop. The game starts with the player exploring the first dungeon and collec ng items, which they can then sell in their shop. The player must manage their shop by se ng prices and displaying items to a ract customers. As the game progresses, the player can unlock new dungeons and upgrade their equipment and abili es. Sec on 5: Three different objects that occur in Moonlighter are: 1. Weapons and Armor - Weapons and armor can be found in dungeons or purchased from other characters in the game. Each item has different a ributes such as damage or defense. 2. Po ons and other consumables - Po ons and other consumables can be found in dungeons or purchased from other characters in the game. Each item has different effects, such as restoring health or providing temporary boosts to the player's abili es. 3. Decora ons and upgrades for the player's shop - Decora ons and upgrades can be purchased with the money earned from selling items in the player's shop. Each decora on or upgrade has different effects, such as a rac ng more customers or increasing the player's storage capacity. The a ributes of each object affect gameplay by providing the player with different op ons for combat, healing, and shop management. The state of the objects changes as the game progresses, with new weapons and armor being acquired, new po ons and consumables being found, and new decora ons and upgrades being purchased. The state of the objects affects gameplay by providing the player with new op ons and abili es to progress deeper into the dungeons and improve their shop.