First of all, I love the layout; the whole thing reminded me of Fiasco, which filled me with nostalgia. My friends and I used to play a whole Fiasco session across two lunch periods in high school, so the familiar layout was cool.
I will say that the nature of the PLAN card feels a little confusing. I wonder if it might not have made more sense to use keywords instead of symbols, but that might just be me. It mostly feels like the explanation for how that works is spread out a little too far across the book; perhaps there could be one section that explains the purpose and function of the card in the beginning.
I'm not sure how to feel about the Bathroom Graffiti. The rules make it sound like whoever destroyed it is a secret; however, the card is plainly in the middle of the table where other players could see what was happening. Perhaps it would be better if the rules framed the mystery around the destroyed Graffiti as, "WHY did you destroy it?" instead of asking, "WHO destroyed it." Or perhaps you could make every player destroy the Graffiti and either transcribe it OR write something different so no one knows exactly where the game of Telephone went wrong. Either way, more parity between the information the characters know and the information the players know would be nice.
But other than that, it's a cool game that younger me would have absolutely loved. Bravissimo.
This is a fun concept well executed. Given more time I would have loved to see this concept fleshed out more, with more details for settings and examples of play. I think the rules are laid out concisely and clearly. The bathroom graffiti mechanic seems unique and evocative of the concept.
I feel as though the final resolution of the escape plan is visual heavy and requires a good bit of collaborative interpretation, and might feel a bit slow to thread together the story beats. This is a great game concept that I would love to see iterated on with play testing.
Comments
First of all, I love the layout; the whole thing reminded me of Fiasco, which filled me with nostalgia. My friends and I used to play a whole Fiasco session across two lunch periods in high school, so the familiar layout was cool.
I will say that the nature of the PLAN card feels a little confusing. I wonder if it might not have made more sense to use keywords instead of symbols, but that might just be me. It mostly feels like the explanation for how that works is spread out a little too far across the book; perhaps there could be one section that explains the purpose and function of the card in the beginning.
I'm not sure how to feel about the Bathroom Graffiti. The rules make it sound like whoever destroyed it is a secret; however, the card is plainly in the middle of the table where other players could see what was happening. Perhaps it would be better if the rules framed the mystery around the destroyed Graffiti as, "WHY did you destroy it?" instead of asking, "WHO destroyed it." Or perhaps you could make every player destroy the Graffiti and either transcribe it OR write something different so no one knows exactly where the game of Telephone went wrong. Either way, more parity between the information the characters know and the information the players know would be nice.
But other than that, it's a cool game that younger me would have absolutely loved. Bravissimo.
This is a fun concept well executed. Given more time I would have loved to see this concept fleshed out more, with more details for settings and examples of play. I think the rules are laid out concisely and clearly. The bathroom graffiti mechanic seems unique and evocative of the concept.
I feel as though the final resolution of the escape plan is visual heavy and requires a good bit of collaborative interpretation, and might feel a bit slow to thread together the story beats. This is a great game concept that I would love to see iterated on with play testing.
Kudos on the fantastic work!