- 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.
