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Feedback onm Game mechanic on Play testing of Quest for Conquest

In my previous class at Ringling college of art and design,  every student participated in play testing  their print and play version of their game.  we had to team up with other 2 students and  hand each of us were given a timeline of 30 minutes.  30 minutes were divided  into the ration of 10 : 20. Where 10 minutes were given for the players to go through the instructions and setup of the game and 20 minutes for finsihing the game , played by other 2 players. The creator of the game  was not allowed to help the players in the first 10 minutes, to see and recogonise the faults in the instruction booklet.  I was gievn well   directed feedback on my  instruction booklet and was recommended to go back  and  make the instructions shorter and to the point.  Another  good suggestion that i was given was to add  some diagrams  and examples  to clear out some of the gray areas so that the players would not feel lost while reading the play  by play action.

Once the 10 minutes were up,  the creator of the game  could  speak and help the players if they had any questions or doubts  regarding their  turns. Overall i had a positive feed back, that the concept of the game was fun, and the game was completed  well under 20 minutes mark. However,  some of the suggestions; such as place  different monsters of the game closer to the  goal, as well as  include some sort of a reward for the player to beat the monster.

Based on  the suggestions given, I feel that most of them were valid as I had observed that there were few extra elements need to be included  in the game to make it more exciting.

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