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Playtesting  Feedback:

Game Vision 1.0
Playtest #1: Playing Team #1 - Amy Guo, Hana Guo, Meng Zhao, Jo Zhou

  • What did you enjoy most about the game? Why? 

    • Amy Guo

      • I think the flipping tiles part is very interesting, and I like how disorientation cards are able to change our position and redefine the space around us.

    • Hana Guo

      • During the game, I like the part of opening treasures, because in this part, I can discuss with my partners how to open treasures faster. When we open a treasure, I will be very happy.

    • Meng Zhao

      • I love the process of collaborating with other players and working together to unlock the treasure, especially when I and another player decided to integrate our resource cards and unlock a treasure together, because making strategies with teammates makes me feel engaged.

    • Jo Zhou

      • I enjoy collaborating with my teammates to head towards the same goal, it is interesting to come up with strategies. However, I think this game is a bit too hard and require long time to finish.

  • What were major issues with the game? Why? Any suggestions on how the game could be improved? 

    • Amy Guo

      • We have limited player cards so the game repeats itself too much. The placement of hallucination tiles should be reconsidered because they are mostly at the bottom right corner. We also need to add more event tiles so players have more chances of drawing these cards. Also, the map is a little bit too big, so players can hardly reach the treasure tiles. 

    • Hana Guo

      • There are too few action cards, causing us to keep drawing cards for hallucination, which adds to the difficulty of the game. We didn’t open any treasures in 1.5 hours.

    • Meng Zhao

      • The number of player cards is small so players draw the disorientation card frequently, which makes the current game too challenging because it’s difficult for players to reach the memoir tiles.

    • Jo Zhou

      • There should be a limit for disorientation cards, otherwise this game will be too challenging. Players will feel out of reach of their target and keep being transported further away from their goal. At the same time, in logic the wall should also block the view.

  • link to video-recording of playtesting session

Game Vision 2.0

Playtest #2: Playing Team #1-3 - Annette Chen, Garry Grewal

  • What did you enjoy most about the game? Why? 

    • Amy Guo

      • I like our new graphics on cards, especially the monster hallucination card. The size of the board is very nice, so that players can reach the treasure tiles more easily. 

    • Annette chen

      • The part where the tiles can be flipped to reveal something is very intriguing. I also like how you have to flip back the previous tiles so the board feels very mysterious. I like how the disorienting experience of Alzheimer's is shown through event cards and the hidden tile flipping mechanic. 

    • Meng Zhao

      • After increasing the number of event cards and player cards, the drama and possibilities of this game have been increased. This version of the game is more interesting and exciting.

    • Garry Grewal

      • This game was really enjoyable due to its aesthetics. I liked the imagery used and the tile setup of the board. 

  • What were major issues with the game? Why? Any suggestions on how the game could be improved? 

    • Amy Guo

      • I think the “foresee one more tile” may be confusing for first time players. It would be better for us to specify that they can foresee one more tile ahead on the cards and in the rules. 

    • Annette Chen

      • The mood tracking method may need to be improved. And I don't understand the meaning of the treasures?

    • Meng Zhao

      • There are still some loopholes that need to be closed, for example, we set that the player immediately ends the current turn when he/she flips a hallucination tile, so we need to decide whether this player can draw player cards under this situation.

    • Garry Grewal

      • Most of the decisions in the game were deciding randomly which direction to move on the board. There still may be a disconnect between spreading awareness about Alzheimer's and the actual gameplay. Maybe the event cards can correlate more closely to teaching about the disease.

  • link to video-recording of playtesting session

Game Vision 3.0

Playtest #3: Playing Team #1-1 - Jina Lee, Jackie Chen, Bret Bauslaugh, GuangPei Huang, Clayton Cheung

  • What did you enjoy most about the game? Why? 

    • Jina Lee

      • I liked most of the game mechanics and how the game itself has an overarching story that you uncover as you play the game. 

    • Jackie Chen

      • It's fun roaming around and exchanging stuff with your team.

    • Bret Bauslaugh

      • I think the exploration part of searching feels fun. Also I think the memory of the board aspect of the game is interesting and players forgetting alongside the character works well. As a storytelling device I think the game works well. I think there are a lot of interesting mechanics and overall the core concept is good. I think the exploration aspect of the game is super interesting and memory playing a key aspect ties in perfectly to the story of the game.

    • Guangpei Huang

      • n/a (observer)

    • Clayton Cheung

      • The gameplay is interesting as the player flips the tiles for fragments. I also like the rotating board mechanic in this game. I enjoy revealing the unknown tiles along with the random events because I like to explore around the tiles to look for the fragments. I was curious what would happen for the event and hallucination cards as well. It is creative how this team uses Alzheimer's patient life as their background story. The concept of capturing the memories is unique as well. I also like how each character has its own passive. 

  • What were major issues with the game? Why? Any suggestions on how the game could be improved? 

    • Jina Lee

      • I think the only issue is the rule sheet. I would like more clarification on each of the game mechanics so that I could play this game without any external help. I found that the explanation for the monster mechanic to be rather incomplete—I didn't understand how to defend or attack the monster until the game designer had to step in and explain them for me. Otherwise this game is an enjoyable experience. 

    • Jackie Chen

      • More special task. 

    • Bret Bauslaugh

      • First I think all hands should be open. As the game is purely cooperative and players have no reason to lie, you should be able to see all of the other players' cards which will help people strategize better. I also think there could be some more threat to the game. While there is a hard turn limit eventually (from the players running out of cards) that limit felt way too long (I think we ended with around 40% of the deck left). Some more dangerous events could be added or simply lower the amount of cards in the deck. I think that a lot of the "Player" cards felt a bit weak. Being able to skip a tile feels weak for example. Not everything needs to be insanely powerful, but things shouldn't feel worthless. Finally I really really like the concept of your path behind you being removed and you getting sent all around the board, but I didn't feel like I needed to change my strategy after being moved. Maybe use distortions to take away more information from players. However I feel like the gameplay itself is a bit dull and just felt like me moving 4 spaces a turn, maybe getting a mood point, then end the turn like 3/4 turns.

    • Guangpei Huang

      • n/a (observer)

    • Clayton Cheung

      • The rule sheet could be more clear. Since this game contains many cards, I think a screenshot of the setup would help the players more. If the game focuses on the hard fun aspect, I think the team can add more challenges for mood point losing. I remember our team did not use the transferring monster action card with the player.

  • link to video-recording of playtesting session

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