3.13 Playtests

Spoon Buffet: Playtest Responses

What made the experience fun or not?
The tension between wanting to complete tasks and needing to preserve spoons made every decision feel consequential. It’s fun in a low-key stressful way, where you’re constantly negotiating with yourself. It only starts to feel less fun when you realize how easy it is to slip into Spoon Debt, which honestly feels both intentional and realistic.

What is the motivating factor to get or keep players playing?
The main motivator is maintaining control aka trying to stay balanced while still progressing. There’s also a subtle push to “optimize” your turn, which can backfire, and that loop keeps players engaged.

Is the game persuasive, and what is it trying to get you to do outside of the game?
Yes, it’s persuasive in a quiet way. It encourages you to think more realistically about your own limits and energy management, especially how overcommitting can have lasting consequences. It also pushes you to either be selfish in your cards/turns or help others along the way.

What is the game’s metaphor and which of the game’s mechanics stand out?
The spoon system is a direct metaphor for personal energy, and it’s very effective. Spoon Debt stands out the most because it turns short-term decisions into long-term consequences.

How does the gameplay make you feel? Who does the game make you feel empathy for?
It creates a sense of pressure and awareness more than excitement. It builds empathy for people managing chronic stress, burnout, or limited energy in everyday life.

Is the game an activist game? If so what does the game play advocate for?
In a subtle way, yes. It advocates for recognizing limits, valuing self-care, and understanding that productivity isn’t always sustainable.

Describe the game in 3 sentences or in the form of a haiku.
You start with enough.
Somewhere along the way, it stops being enough.
And you realize it never really was.

The Color Game: Playtest Responses

What made the experience fun or not?
The perception element is what makes it engaging. There’s a constant sense that what you’re seeing or choosing might not be as obvious as it seems. The fun comes from that uncertainty, although it can also feel slightly disorienting in a way that seems intentional. It made me feel like more complex combos should have some sort of time handicap.

What is the motivating factor to get or keep players playing?
Curiosity and competitiveness is the main driver. Players want to understand the system, recognize patterns, and figure out whether their perception is accurate before others. Speed being a main  factor of, “mechanic.”

Is the game persuasive, and what is it trying to get you to do outside of the game?
Yes, it pushes players to question how they interpret others and the world around them. It encourages reflection on bias, assumptions, and how quickly we categorize things.

What is the game’s metaphor and which of the game’s mechanics stand out?
The use of color combos can act as a metaphor for perception or categorization. The standout mechanic is how speed influences who builds stacks the quickest!

How does the gameplay make you feel? Who does the game make you feel empathy for?
It creates a sense of uncertainty and reflection. It builds empathy for people who are colorblind or in design adjacent fields.

Is the game an activist game? If so what does the game play advocate for?
No, it feels more like an educational game if anything, which you could argue in a way is a type of activism but for all intents and purposes I do not believe so.

Describe the game in 3 sentences or in the form of a haiku.
You think you see clearly.
Then the colors start to shift.
Maybe they always were.

Week 8 Questions

Dungeons and Dragons

  1. What made the experience fun or not?

What made the experience fun or not was how the person deciding how the game goes works with you or works against you.

  1. What is the motivating factor to get or keep players playing?

How the person making the rules decides what is going on. If they make it super challenging or deny everything you want to do then the players aren’t going to want to keep playing.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I would say yes based on how the game narrative plays out because you could be trying to solve world hunger or end sexism but as a mythical creature.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

Dungeons & Dragons is a metaphor for collaborative storytelling shaped by both choice and chance. Key mechanics include role-playing, dice-based outcomes, and a dungeon master guiding the world.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay feels immersive and unpredictable, mixing excitement with tension. It builds empathy for your own character and your party as you experience their struggles and growth together.

  1. Is the game an activist game? If so what does the game play advocate for?

It isn’t really an activist game, but it can explore themes like justice, power, and morality. It mainly promotes empathy, teamwork, and understanding different perspectives.

  1. Describe the game in 3 sentences or in the form of a haiku.

Players create characters and explore a shared fantasy world together.
Their choices shape the story, but dice determine success or failure.
The result is a unique, collaborative adventure every time.

Game Maker’s Observations – Spoon Buffet

Based on the players who tested and responded to Spoon Buffet

Player Playtest Observations:

  • Clarify rules about card usage
    • Confusion on whether players can play one card or multiple cards per turn
    • Some cards imply multi-card play, while rules say otherwise → inconsistency
  • Simplify rule instructions
    • Players struggled to understand how to play cards from their hand
    • Rules should be more step-by-step and explicit
  • Align card text with the rulebook
    • Card instructions and official rules need to match exactly
    • Remove any wording that suggests mechanics that aren’t allowed
  • Consider allowing multiple card plays per turn
    • Multiple players expressed wanting this option
    • Could improve strategy, engagement, and flow
  • Improve clarity of gameplay flow
    • Players weren’t always sure what to do on their turn
    • Add a turn structure guide (ex., draw → play → resolve → discard)
  • Increase player interaction
    • Add mechanics that encourage interaction between players
    • Currently feels like a missed potential in this area
  • Clarify the game’s message/theme
    • “Balancing life” is somewhat present but not obvious
    • Strengthen how mechanics connect to the theme
  • Reduce overall confusion
    • Multiple players reported feeling confused
    • Could be addressed through:
      • clearer rules
      • Examples of play
      • possibly a quick-start guide
  • Add visual/physical aids
    • Suggestion: use real spoons or stronger visual elements
    • Helps with understanding and immersion
  • Ensure the intended gameplay experience is clear
    • Players felt unsure if they were playing “correctly.”
    • Include example turns or sample scenarios

Em’s Game 2 (Warlock)

  • What made it fun or not?
    • The game was fun on the second run as I got more comfortable with the mechanics. I enjoyed thinking of creative ways to solve the problem, such as snapping the flute to repurpose it.  
  • What motivates players to start or keep playing?
    • The freedom to think of quirky, out-of-the-box ideas and the unpredictable storylines are what make you want to keep playing.  
  • Is the game persuasive, and what is it trying to get you to do outside the game?
    • It is not persuasive because it does not want you to do anything. However, it encourages you to think creatively.  
  • What’s the game’s metaphor, and which mechanics stand out?
    • The metaphor is problem-solving and overcoming magical challenges set by the fantasy world. The dice mechanics stand out because they determine whether your creative ideas succeed or fail.  
  • How does the gameplay make you feel? Who do you empathize with?
    • The gameplay is unpredictable and exciting. I empathized most with the team as they worked together to get past the challenges.  
  • Is the game an activist game? If so, what does it advocate?
    • It is not an activist game. Instead, it is all about fantasy storylines, thinking creatively, imagination, teamwork, and problem-solving.  
  • Describe the game in three sentences
    • The fantasy world is magical. The fantasy world is a wizarding world filled with spells. The storylines are unpredictable as the group works together to get past the magical challenges.

Em’s DND Game 1 (Litch)

  • What made the experience fun or not?
    • The game was fun because it was easy for players to get into without prior knowledge of the existing universe, and the players were given the freedom to use their creativity in making decisions. 
  • What is the motivating factor to get or keep players playing? What the game did was give the players a sense of adventure, which makes the game fun.
    • The reptile fight was the most exciting part of the game, making it fun. The reptile fight was the reason the players kept playing the game. 
  • Is the game persuasive, and what is it trying to get you to do outside of the game? The game was not persuasive, but it promoted creativity, storytelling, and teamwork. What is the game’s metaphor, and which of the game’s mechanics stand out?
    • Adventure, overcoming challenges, was the metaphor used in the game. The D-20 dice roll system was the only mechanic used in the game. 
  • How does the gameplay make you feel? Who does the game make you feel empathy for?
    • I felt a sense of adventure, which was a good feeling. The game made me feel empathy for my character as I tried to figure out their purpose. 
  • Is the game an activist game? If so, what does the gameplay advocate for? No, the game was not an activist game.
    • The game focused more on storytelling, creativity, and teamwork than on advocating for a cause. 
  • Describe the game in 3 sentences
    • The game was easy for players to get into because it wasn’t too complex. The game was fun because the challenging part, the reptile fight, was the most exciting part of the game. The game was fun because it was adventurous, which was a good thing.