Game Test: Magic Circle
2. favorite part was winning on risk
3. win more
4. didn’t play 1st version
5. higher cap to win
6. underage dice roulette
7. maybe play again, would make sense in a casino

design courses, syllabi, schedules, resources and policies
Player tester Sidney & Gaige
Player tester Gabriella
Tester: Bekzod N
Playtest for Gabin and Lilly
1. Finding the right color
2. Jumping to the different colors
3. Something helps you to jump to the end.
4. Remove the purple.
5. Different colors.
6. Go to the rainbow first.
7. Test your luck.
5 Simulation Games
Players take on the role of a hiring manager reviewing resumes. Subtle differences (names, schools, gaps in employment) influence candidate perception.
Goal: Reveal unconscious bias and show how structural inequality affects hiring decisions.
A month-long budgeting simulation where players manage rent, food, transportation, medical bills, and surprise emergencies.
Goal: Show how poverty isn’t about “bad choices” but limited options and systemic barriers.
Players create a profile and make posts while managing peer approval, family expectations, and professional consequences.
Goal: Explore speech communities, identity performance, and social pressure (ties nicely to your sociology themes).
Players navigate paperwork, language barriers, job searching, and cultural adaptation in a new country.
Goal: Build empathy for immigrants and demonstrate structural challenges beyond individual effort.
Players experience college life from different perspectives (first-gen student, wealthy legacy student, working parent, etc.). Access to internships, networking, and free time varies.
Goal: Show how opportunity is shaped by social capital, not just motivation.
Keep Talking and Nobody Explodes
Also started my podcast game Children of the Sky – I haven’t played it enough to get a feel for it but it’s supposed to be an environmental impact activist game about spreading light and hope to darkness and we will see how that works – it does make me feel nice though
The game is fun because it is very intense and chaotic in a good way. Everyone has to talk fast, listen carefully, and stay calm while the timer counts down. It can also be frustrating when people panic or misunderstand each other, but that stress is part of what makes the game exciting and memorable.
The main motivation is teamwork and pressure. Players want to improve their communication.
Yes, the game is persuasive because it shows how important clear communication and trust are. Outside of the game, it encourages players to listen better, explain things clearly, and stay calm under pressure.
The bomb is a metaphor for high-stress situations where mistakes have serious consequences. The standout mechanic is that only one player can see the bomb while the others can only see the manual.
The gameplay makes you feel anxious, rushed, and sometimes overwhelmed. The game makes you feel empathy for the bomb defuser because they are under constant pressure and depend entirely on others for help.
The game is not an activist game in a political sense, but it does advocate for cooperation and communication. It promotes teamwork, patience, and shared responsibility. It shows that success comes from collaboration rather than individual control.
Wires, beeps, ticking clock
Voices overlap in panic
Trust defuses fear
Players: 2–5
Time: 15–20 minutes
Goal: Manage your daily energy (“spoons”) wisely and finish the game with the most spoons preserved, without burning out.
Spoons represent mental, emotional, and physical energy.
You start each day with a limited number. Some things cost spoons, others restore them—and ignoring your limits has consequences.
Each round represents one day.
If you ever drop below 0 spoons:
Message: You can push through… but it costs you later.
When all drafting rounds are complete:
Highest score wins.
The experience was fun whenever you actually completed a part of the puzzle, but other than that it can be a little frustrating. Since I was the one in the goggles and not giving the instructions, I felt annoyed by waiting to be told what to do, and especcially annoyed when the information they give me is wrong. It seems really simple to me cause I just listen to the instructions, I don’t have to think.
The motivating factor is to try and succeed to defuse the bomb within the time limit. The players want to keep trying after failing. The instructions become more clear with the more practice you get with the game, which makes you feel like your getting closer to winning with every attempt.
I don’t think the game is trying to be persuasive, it seems more like a rage game or party game where its supposed to induce chaos and frustration. Maybe it’s trying to get people better at listening as well as better at giving instructions.
The games metaphor has to do with working with a partner. Maybe it means that working with others can be difficult, but sometimes its needed. The mechanic that standsout is the fact that you need to have someone else to play. The game is multiplayer but not in the typical sense where you share a screen and play together, this game has someone playing the game, and someone reading the book.
The gameplay can make everyone feel frustarated. The player gets upset because they arent getting the right directions, and the book reader gets upset because they have a book with difficult instructions that are hard to understand, especially since you can’t see the bomb. The game makes empathy for people who work understress and people who have issues with communication.
I don’t think it is. If anything maybe its for having people understand the stress that bomb squads go through, but I think that’s a stretch.
you have 5 minutes, work with your teammate or else, you will blow up too
5 simulation idea
You volunteer at an overcrowded animal shelter.
VR Mechanics:
VR Mechanics:
VR Mechanics:
You’re restoring a dying reef ecosystem.
VR Mechanics:
VR Mechanics:
Aleah Dudek
Keep Talking No one explodes