Player 1:
What was the most frustrating moment or aspect of what you just played? The Scenario Cards can be tricky sometimes. For example, I had to sell a pair of socks with a tear in them, and that was super hard!
What was your favorite moment or aspect of what you just played? When I landed on the “Around the House” category and had to sell a vacuum cleaner. It was fun to exaggerate how powerful it was, making it sound like it could suck up the entire mess of a whole party! It was really satisfying when the buyer said “Buy” because of how enthusiastic my pitch was.
Was there anything you wanted to do that you couldn’t? I wanted to use humor more, but the Scenario Cards sometimes gave limitations that made it harder to be funny. I could have done more with a funnier pitch if I wasn’t stuck explaining defects or limitations of the objects.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add more time for the seller to think through the pitch. Sometimes, the 2-minute timer felt too short to get creative with all the constraints, especially if I wanted to pitch the product in a unique or outlandish way.
What should be improved with the next version? Maybe offer more varied Scenario Cards with different levels of difficulty. Some scenarios were too easy, while others were too restrictive. A good mix would make it more balanced and interesting.
What was the game’s message? The game is about thinking on your feet, using creativity, and adapting to challenges. It’s also about persuasion—no matter the flaws or constraints, you have to convince the buyer why it’s worth purchasing.
Describe the game in 3 words: Creative, challenging, fun.
Player 2:
What was the most frustrating moment or aspect of what you just played? The time pressure added in some of the variations made it tough. When I had to sell a textbook in 1 minute with a “passive-aggressive customer” scenario, I felt like I was rushing too much and couldn’t fully explain the benefits of the book.
What was your favorite moment or aspect of what you just played? The pitch where I had to sell a fancy tie while pretending to be a fashion expert. I went over the top with fashion jargon, and it made everyone laugh, especially when the buyer actually said “Buy” because they were so entertained by my absurd pitch.
Was there anything you wanted to do that you couldn’t? I wanted to use more props to enhance my pitch, but the game is based on just the cards. It would be fun to actually have some physical objects to hold up and demonstrate while selling.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d make the timer adjustable depending on the difficulty of the scenario. For example, when there’s a major flaw in the product, a little more time could help come up with a better solution.
What should be improved with the next version? A bit more flexibility in the Scenario Cards would help, maybe allowing the seller to choose between a few options for each scenario. This would let them customize their challenge a bit more.
What was the game’s message?The message is clear: you can make anything sound great if you approach it creatively and with enthusiasm, even if it’s not perfect.
Describe the game in 3 words: : Entertaining, unpredictable, humorous.
Player 3:
What was the most frustrating moment or aspect of what you just played?: The “Mystery Box Challenge” was really tough! I had no idea what I was selling, and trying to improvise on the spot with a random object was stressful. I kept second-guessing myself and losing track of the time.
What was your favorite moment or aspect of what you just played? : When I got to sell a pet rock in the “Around the House” category. I just leaned into the ridiculousness of the product and pitched it as the perfect “low-maintenance pet,” which cracked everyone up, and they ended up buying it!
Was there anything you wanted to do that you couldn’t? I really wanted to pitch the idea of “selling with charm” more, but sometimes the limitations on the Scenario Cards (like selling a broken object) made it hard to get charming about something that wasn’t in perfect condition.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d love to have the option to have a “pitch coach” or extra help from the other players during the sales round. Maybe a chance to get a hint or suggestion to improve your pitch if you’re stuck.
What should be improved with the next version? I’d add more interaction between players during the pitch. Sometimes it felt like the buyers weren’t fully engaged, so maybe allow the buyer to ask questions or challenge the pitch mid-presentation.
What was the game’s message? It’s all about being creative, adaptable, and persuasive, no matter what challenges come your way. You can sell anything if you can spin it right.
Describe the game in 3 words: Spontaneous, funny, competitive.
Player 4:
What was the most frustrating moment or aspect of what you just played? The “passive-aggressive buyer” scenarios were hard to deal with! I had to sell a pencil case, but the buyer kept pointing out how “unnecessary” it was. I tried to steer the conversation, but it felt like I was losing the sale from the start.
What was your favorite moment or aspect of what you just played? My favorite was selling a bicycle in the “Activities” category. I used the “adventure” angle and turned it into a fun pitch about how this bike could be the key to exploring new places. The buyer bought into it, and I was really proud of how that pitch turned out.
Was there anything you wanted to do that you couldn’t? I wanted to go into more detail about the emotional benefits of the product, but the time pressure and strict scenarios made it hard to really tap into that emotional appeal.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d remove the “forced scenario” rule where you can’t ignore a defect in the product. Sometimes the objects are just too flawed to sell, and it makes the game feel frustrating rather than fun.
What should be improved with the next version? Maybe add a “team sales pitch” option where two players have to work together on one pitch. It could lead to some really fun interactions and ideas that the solo pitches don’t quite capture.
What was the game’s message?The game highlights the power of persuasion, creativity, and thinking fast. No matter what challenges you face, a solid pitch can still win the day.
Describe the game in 3 words: Interactive, creative, strategic.