


design courses, syllabi, schedules, resources and policies
I have recently been playing the game Raft heavily, and at first I believed that it was a story about characters just trying to survive. But if you follow the story line then you can see that you are actually going and saving a whole town from a villain who locked all the people up, and terrorize them. You can personalize your raft so much and it is so much fun when you play it how you’re supposed to. 10/10 I highly recommend this game so much.
I really like this game. I remember watching this on YouTube a couple years ago when I watched markiplier play games. These collaborative games are really fun. This game is really stressful and requires a lot of clear communication. I played it with my friend today and there are a lot of complicated steps to each module. We played up to 2.2 “Double your money” and we got so much better at it throughout each bomb. The module with the two dots and the maze were the hardest for us because it takes a lot of visualization for the person with the manual, trying to guide the person with the bomb through the maze without hitting any lines. I also love that there is nothing repeated. When you fail and try again, nothing is the same as it was before. 10/10 game. Would highly recommend playing with a friend. Definitely worth the 10 dollar purchase.
Suggestions: Make game start in the middle of the board
Rules:
Each player will start in a different quadrant, signified by the openings on the end of the maze.
Players will roll to see who goes first, highest number goes first, second highest goes second, etc.
Players will roll a single dice to determine how many spaces they move.
If a player rolls a 6, they get to place a wall piece to block off another players path.
If a player lands on a green dot space, you get a card to remove a wall that can be used once.
First person to the end of the maze wins the game, game can continue for 2nd, 3rd, and 4th.

Game Maker’s Play Test Notes – Mindful Memorial Services
Other playtest notes
Sara’s Game Playtest – Don’t judge a book by its cover
Game ideas
Game Making:
Players had questions on how they draw and play the cards as well as not having a back. The had fun interactions mostly with the interacting cards. People were confused with the setup and when their turn is over. Additionally, people were confused on what every card means and were the discard pile is. They were excited when they got their animal card or stealing another’s animal. They also enjoyed swapping hands with each other. It frustrated players to have a lot of cards in their hand and not being able to play a card if they want to draw.
Play Testing:
Spoons with action
I was frustrated when I could never notice people taking the human making me loss a life. I think a better way is to yell it out if taking it (or faking it). My favorite aspect would be having lives to begin with as well as the action cards.
Chess with cards:
The most frustrating aspect of the game is having to many move away cards while my favorite part is playing chess itself. I think maybe having more cards that deal with playing the game normally would help things up.
The game is very similar to Candy Land, but the theme is bugs and has different actions! Each person has a statue bug that will play across the board and face challenges. With the dice, you will roll the number you will walk the blocks to get to the end of the board to win. On some blocks, the ant will lose a leg and to return it you’ll have to get to the middle of the board the “picnic”. If you lose all the legs and don’t recover you lose.

First, I want to say this is a clever and thought-out game. Amber is always very thorough with game rules and mechanics, and tying her abilities into something she is passionate about, like sustainability.
1.) What was most the frustrating moment or aspect?
I kept trying to guess what the deceased and the family wanted incorrectly in terms of burial type and I lost all my hearts mid-game. I did still end up winning the game somehow, but feeling like you have no chance to win is always not a great feeling.
2.) What was your favorite moment or aspect?
I loved the similarities in the game tiles being like Takenoko with the hexagonal tiles, and my favorite aspect was having to try and match with how the deceased and family wanted to be buried. Having a luck factor, along with trying to determine needs based on the few words stated on the cards was very enjoyable.
3.) Was there anything you wanted to do but couldn’t?
In terms of gameplay, I wouldn’t say there was anything in particular, but for organization, I wish there was a way to place the deceased cards into the tiles without having to put them in big piles as only a certain amount can fit in each plot.
4.) If you had a magic wand to wave, and could change, add, or remove anything from the experience, what would it be?
After the gameplay, we discussed that it would be interesting to have another card pile that included ways people have died, that way it changed the desires of the deceased a bit, like if they passed in a fire, they likely wouldn’t want to be cremated.
5.) What should be improved for the next version?
I’ve always been a big fan of Amber’s art so I’m excited to see what style she decides to take the game. And as I said above, adding new cards like we discussed would be cool!
6.) What is the games message?
“Green Disposition”
7.) Describe the game in three words
Sustainability, Macabre, Desires
Thank you Amber for letting me playtest your game! I’m excited to see where it goes!
Ambers game