Game Maker’s Play Test Notes – Cry Me a Pond

  • What questions did your players have? Players started asking questions about the movement of the duck, especially when we started to modify the rules a bit to make the game go slower. They were also not entirely sure about the path of movement and what lily pad to go to next. 
  • How quickly did they learn to play? The players learned pretty quickly because a lot of it was simple discussion-based cards 
  • What kinds of interactions did the players have?  Players engaged in really good discussions with each other, as was intended. 
  • What confused players? What space to move to next, 
  • What made players excited? The idea of the Ames water spirit card 
  • What did your players enjoy doing? Players seemed to enjoy answering the questions and listening to other players’ stories and answers. 

Did any aspect of the game frustrate players? I think the movement more than anything, but also players didn’t like the game design-related questions as much (kind of reinforcing the concept of the game though).

2 Replies to “Game Maker’s Play Test Notes – Cry Me a Pond”

    1. We don’t really have a “defeating” the Ames spirit, but that gives me some good ideas. You basically just need to answer game design-related questions, though

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