Game Response Questions (Vanilla Fluxx)- Harmony Jablon

Game Response Questions

Was it fun? 

  • Yes, in my opinion I thought the game was enjoyable, but me and my group played three different versions of the game and around halfway through the second game we were mentally clocked out. I think it is overall enjoyable, but I wouldn’t play it more than once in one sitting. 

What were the player interactions?

  • Even though the whole game is pretty much player interactions, I felt direct interactions were actions like exchanging hands with each other, picking a card from a player’s hand, and swapping each other’s “keepers.”

How long did it take to learn?

  • It took about 3-4 cycles around to finally get the idea of the game, and the different cards. But throughout the game occasionally we did have to stop and ask questions or read the directions over again. 

What was the most frustrating moment or aspect of what you just played?

  • The most frustrating part of the game was keeping track of all the new rules, and figuring out which cards canceled each other out. Some were also unclear to understand directions what the player(s) were supposed to do with the new rule cards. 

What was your favorite moment or aspect of what you just played?

  • My favorite moment was the action cards to switch hands with other players. This was my favorite aspect because it created more interactions between players, and made everyone become a little more competitive with each other. 

Was there anything you wanted to do that you couldn’t?

  • I wanted to keep certain cards in my hand even though there would be a card restriction on how many cards you could hold. Having to play them all was frustrating especially when I wanted to strategically keep/use certain cards. 

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?

  • If I could change anything about the game it would be how many new rule cards we can have on the table at once throughout the whole game. Due to confusion I think having a restriction of only up to four new rule cards at a time would make the game a little easier to play and keep track of. 

Is this a game you would play again? Yes _____ No ______ Why

  • Yes, because I enjoyed the unknown or chance aspect of the game with the addition of strategy of how to play your cards. I am also a competitive person, so I liked how competitive the game could become.

Play Test – Flux

What was the most frustrating moments or aspect of what you just played? – Definitely comprehending the compounding of rules onto one another, which is of course an aspect that makes flux a unique game. This may take a bit of time but is definitely worth it in order to play the game.

What was your favorite moment or aspect of what you just played? – I enjoyed the different goal cards in Flux. My favorite was hippyish. I also liked receiving the party bonus.

Was there anything that you wanted to do that you couldn’t? – Win.

If you had a magic want to wave, and you could change, add, or remove anything from the experience, what would it be? – The zombie Flux had harder to read cards. Also the rules should have limits to prevent conflicting cards.

Is this a game you would play again? – Yes, regular flux. Zombie flux, no. Zombie and space flux both felt more gimmicky or hoaky in a way. Definitely gave them less playability.

8/28 Flux Playtest Questions: Bryce Mathews

  1. The most frustrating moment or aspect of playing was taking the time to understand the game before starting. Rather than simply jumping, we felt the need to understand what each set of cards did, slightly hampering the experience.
  2. My favorite moment was winning a round after successfully chaining a sequence of card plays together.
  3. At times, everything could be taken from you if somebody just happens upon a specific action card. Progress can be lost easily. I often wanted to get an action card that let me retain the strategy I had in mind.
  4. Certain actions felt overcomplicated or underexplained. I would like to clarify the cards with a good intent and remove the rest.
  5. Yes. Although the ramp-up is slow, understanding what cards you need to play and in which way you need to play them can create an interesting and worthwhile experience/payoff.

(8/28/25_Meredith B) Game Test: Fluxx

Play: Fluxx

  1. Was it fun? Kinda? Some parts were annoying to learn, and the game overall wasn’t too bad, mostly just a big thing of confusion.
  2. What were the player interactions? Yes, but lots of it was just explaining rules/cards and the confusion behind it
  3. How long did it take to learn? About 5 minutes to fully understand. However since the rules kept changing due to the gameplay mechanic, the game is always changed, hence constant learning.
  4. What was the most frustrating moment or aspect of what you just played? The constant changing of rules made the game mostly confusing due to the exceptions and changes being made all of the time. Almost every turn changes the rules, making the game change constantly, which I personally don’t find fun.
  5. What was your favorite moment or aspect of what you just played? Nothing in particular honestly, due to the nature of the game it personally felt very mundane the whole time.
  6. Was there anything you wanted to do that you couldn’t? Honestly I would want to keep the rules the same, the changing of goals is cool, but the rules changes are confusing.
  7. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Remove the rules cards, as much as they impact the game, I would make it so you pick the rules, but it can’t constantly change. It would still allow for the weird rules as an option, but would make it a little more understandable.
  8. Is this a game you would play again? Not really, it’s not engaging and a little too confusing for me, especially for the constant rule changing for me to find enjoyable.

Play Test Question: Flux

Madison Hurst

  1. What was the most frustrating moment or aspect of what you just played?- The most frustrating part was the rules and layers of the game.
  2. What was your favorite moment or aspect of what you just played?- My favorite moment of the game was having the ability to change a rule. For example, we were able to change the number of cards you pulled from 1 to 5 then to 4.
  3. Was there anything you wanted to do that you couldn’t? – I really wanted to take another players card or swap easier with them. They had a card I could’ve used to win.
  4. If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? – I would remove some of the rules so they didn’t overlap and slow down the game. I would change the game by players/opponents having immediate impacts on other players rather than limiting their card choice or number.
  5. Is this a game you would play again? – No because I was felt that the directions and rules took way too long to understand. It made the game feel long, and by the time I partially learned it I was mentally disconnected from the game.

Game Design 1 Fluxx Test Questions – Kaelin Hartman

  1. It takes too long to understand in my opinion and not having a general idea of what your getting into kind of annoys me.
  2. When the Rules stack up it gets interesting (even though slightly mind boggling)
  3. There didn’t seem to be a way to easily win honestly, and I wanted to win so I couldn’t do that.
  4. It wasn’t super captivating somehow so I would want it a little more intriguing somehow – it might have been the design or theme of the game that didn’t really keep me engaged. Also there are too many words on the cards which makes it complicated and a bit boggling to comprehend.
  5. It would not be my first choice, no. (We didn’t finish so that’s no fun)

Play test Questions – Star Flux

  1. Starting the game and getting set up first was the most frustrating refiguring out how to play.
  2. My favorite moment was putting down 2 cards in hand rule but you also had to pick up 5 and play 3 which kept it interesting. 
  3. I wanted to be able to switch up a rule because I picked up a better rule but I had already played so I couldn’t change the rule. 
  4. I would change the theme of the game to something more intriguing to my generation. Possibly would like to see an RMU version or maybe an Minecraft version or Halloween version. This would capture the user in a more relatable and enjoyable way. 
  5. I would play this game again if it was a different more engaging theme. 

Game play w.i.p DND!

Recently I started a DND campaign recently and this is going to be my reflection so far of my journy!.

Was it fun: so far we are all having a blast playing through our campaign

What where some of the player interactions: So far we have battled a vampire who was locked in a church basement to protect the villagers from the clutches of the BBEG of Stradh. My character(a goliath druid) has trouble opening doors and fence gates so far(had to buy a new set of dice haha)

How long did it take for the party to learn the game: so far we are all still working through the motions of battle and just the workings of rolling and finding out what we have to add or remove based on our stats.

Would you play again: we are meeting this friday to continue our campaign and I am super excited!!

Analyze the game using the three act structure: there are multiple instances of the three act structure in DND every time that we roll for initiative thats the starting phase, then battle through a turn based system ensues and then after we either reap our sorrows or celebrate a valorant victory!

What are the collaborative/competitive aspects of the game: there are many aspects in both respects in this type of game, for collaborative you have a chance to help another member with a roll giving them advantage on their next roll, or on the more competitive side of the game you have the ability to fight multiple different creatures, monsters, and other various entities as well as possibly your fellow party members ( if they are under a spell or enchantment.)

What is the games metaphor that makes the games mechanics stand out: In my opinion the metaphor of this game would be”a living, breathing storybook where you are the author,” “a character development journey through a fantastical landscape,” “a puzzle box where you piece together your own path,” “a grand stage where you play out your chosen role,” “a sandbox where you sculpt your own destiny,” or “a quest for self-discovery within a magical world.” to name a few, and the mechanics that stand out to me the most are the turned based attacks and the interactions within the game itself with the non playable characters.

Shark Game Review

The game really didn’t have many rules, and was written in a poem format that made it difficult. I’d like to see more action and competition overall. I do not remember the full extent of the game, but I wouldn’t change much other than just adding more to it.

Dominion

The game was fun, but the turns felt repetitive since we didn’t use any curse cards, which led to more buying than playing action cards. Player interactions were minimal because there wasn’t any attacking, and most of us didn’t use action cards since they weren’t necessary. It took about 15 minutes to grasp the basic rules and around almost an hour to play smoothly. I’d maybe like to play again, especially with all the cards and rules fully in play, as there were many parts we didn’t use.

Game Review

Was it fun?

Simply yes

What were the players’ interactions?

Being able to place a tile and eliminate another player.

Would you play it again?

Yes, but it is sort of repetitive.

How long did it take to learn?

3-5 Minutes

Analyze the game using the 3-act structure.

In the beginning, it starts simple by following your own path, in the middle it gets hard because the lines are getting confusing, and in the end everyone is basically analyzing the board to see if there is a way they cannot be eliminated.

What is the collaborative and or competitive aspects of the game?

Being able to force them off the board.

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

I like that the game was simple to understand, and doesn’t have much of a learning curve and that makes a lot of room for developing a strategy.

Game Review Citadels

Was it fun?

Yes, + it was very straight forward.

What were the players’ interactions?

Being able to sabotage people made it interesting. As well as the fact that everyone sort of started to figure out what characters people had.

Would you play it again?

Personally no, just not my type of game.

How long did it take to learn?

Took maybe 10-15 minutes.

What is the collaborative and or competitive aspects of the game?

There was always a competition between people and the king for who goes first, but there’s definitely an advantage for those who have played it.

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

Every card having it’s own uniqueness and mechanics to it made it interesting, and that stood out to me.