The Lamp Playtest – Game Maker’s Notes

  • What questions did your players have? If they could only go forward, if when you decide to stop playing you can change your mind, 
  • How quickly did they learn to play? The players seemed to learn pretty quickly. The only thing that took them a while to get the hang of was what the numbers on the die indicated (lamp on or off, and 1-2 orbs)
  • What kinds of interactions did the players have? Players didn’t really interact much in terms of the gameplay. They kind of reminded each other of the rules and mechanics at times and suggested when they might be getting a little too close to the lamp. 
  • What confused players? The dice and what each of the numbers meant
  • What made players excited? The mini lamp
  • What did your players enjoy doing? I think the players enjoyed the trading post cards although they didn’t really get to use them very often. I think they enjoyed being able to turn on and off the lamp too. The players also enjoyed having their own paths on the board, versus one path for everyone. I believe they also enjoyed the art. 
  • Did any aspect of the game frustrate players? Players wanted to be able to use the trading post cards more because there were so many of them and so few spaces on the board. 

Potential changes

  • Make sure that next time I have the ON and OFF dice instead of a 1-6 die, like I originally intended
  • Include reminders on the board itself to let players know what the number on the die means for collecting orbs
  • Make the board bigger
  • Create more opportunities to collect trading post cards 
  • Add functions to the trading post cards that allow you to distract players with the new light source
  • Create opportunities where players will move backwards as well, such as when the light is off or when someone plays a trading post card
  • Clarify that when you choose not to roll anymore you cannot change your mind and go back into the game
  • Create more ways to earn points
  • Change the shape of the board path a little bit
  • Maybe incorporate action dies or cards that affect turns 
  • Add more opportunities for player interaction