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Concept Refinement Reviews
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the remainders

 System Assembly
Average Rating
 
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1-marginal     2-ok    3-good     4-very good    5-outstanding

System assembly design and storyboard comments

Reviewer 1:

comments provided on David D'Achiardi's review form
This all looks good to me!The system assembly is very straightforward. The game, however, seems like a lot to handle in the 2-3 minute time frame. Once the users figure this game out though, I think they are going to have a lot of fun!


Reviewer 2:

comments provided on David D'Achiardi's review form
Overall, I like the concept, but I don't think people will get the correlation between the time difference and amount of money they're rewarded--it seems a bit too much of a reach and would likely result in players leaving it up to chance and not figuring out the reason they are making different amounts at different times. Coming up with a simpler correlation would not necessarily make the game too easy, but might create a puzzle that can be more easily understood on the second or third try would be a good idea. Perhaps the notion that big hoses can accumulate more money at a slower pace (large amounts of $1 bills) and small hoses can accumulate a smaller number of large bills (a couple of $100 bills) could be used to make teams optimize which boxes to draw from.


Reviewer 3:

comments provided on David D'Achiardi's review form
I'll admit that being a part of a heist is on my (never going to happen) bucket list, and this room looks like an absolute blast. The concept of using a vacuum to remove bills from a vault is hilariously convoluted and feels like it comes directly from a movie. I'd definitely play this room.


Reviewer 4:

comments provided on Han He's review form
The system assembly looks good and so does the storyboard. The storyboard is simple and easy to follow. The user experience sounds like a lot of fun, and I like the self-resetting mechanism of how players have to keep holding the hoses, otherwise they fall out. The operation seems to have potential as well, looking forward to seeing it at the presentation.


Reviewer 5:

comments provided on Han He's review form
Fun game!


Reviewer 6:

comments provided on Han He's review form
Overall, I think the part fits well into the narrative, and has a smart way of detecting the hose, and also self-resetting. As long as the display is made clear, I can see this being an effective gag.


Reviewer 7:

comments provided on Jennifer Leung's review form
(I am filling this third one out only since your contribution was the storyboard!) I really like the game! There are a few things that confuse me, such as the two sets of numbers -- the two times. I get that the farther away the times are, the more money that corresponds to for the players, but I don't understand the money-time connection (time is money? not sure), and I think this connection should be a little stronger for a better overall story. Also, from the storyboard, it makes it seem like there are two hoses, but it might be nice to have four so that a team of five could all have something to do. And finally, I am confused as to whether or not holding up many vacuum pipes to many different safety boxes corresponds to the money from both of those safes coming in, or if it was just one safety box's money coming in at a time.


Reviewer 8:

comments provided on Jennifer Leung's review form
You guys seem to have really flushed out some details. Nice job! I think the experience seems intuitive but also fun, with a good level of puzzleyness.


Reviewer 9:

comments provided on Jennifer Leung's review form
I liked the concept of a game where players have to act as thieves and steal money. I have following comments:

(1) It would be good to show the details of the locker where the top and bottom numbers are located. The storyboard only describes them in text and no images is available to communicate them clearly.


Reviewer 10:

comments provided on Jennifer Leung's review form
The amount of information in the room (there are so many things) might be a bit overwhelming and make it so that it takes players a long time to figure out what they need to do. This might be the intention, but it's something to consider.


Reviewer 11:

comments provided on Meghan Maupin's review form
This is a creative game and I like that it involves all people in the group. It's a good idea to make the vacuum contacts only work while the players are holding them up to the safes in place for easy resetting of the game. I'm confused about the whole "further the time is apart correlates with the more money they get" and not sure that I would understand this if I were a player. Is there a better way to implement how to get different amounts of money out of the safes?


Reviewer 12:

comments provided on Meghan Maupin's review form
This is a fun gag and I loved seeing the demonstration during the last phase. I am still a bit confused by the correlation between money received from the boxes and the "times" on the boxes. Why would there be times listed on deposit boxes? I think there is probably a different way to indicate which vaults you can get more money from that would make more sense with the story and theming.


Reviewer 13:

comments provided on Meghan Maupin's review form
Seems like a fun game to "play bank robber".

Although, I don't really understand if the money is actually going to shown to the players in the vacuum or the display that shows how much money is stolen matching the area where the money is actually seen by the players.


Reviewer 14:

comments provided on Meghan Maupin's review form
On the whole, storyboard is clear and I think the objective (matching the hoses to the boxes) would be clear. I think the time thing might be a bit confusing, though. There's a panel that says 0/50000 (so numbers represent money), so I think the numbers on the safety deposit boxes might be assumed to also represent money. Maybe some other way of indicating which boxes are most helpful?


Reviewer 16:

comments provided on Pengming Sun's review form
I like the idea of making the player the "villain" in this scenario. Also having the stopwatch creates a sense of urgency. My only question is whether or not there are other way to lose other than time running out? Like are there any traps to avoid?


Reviewer 17:

comments provided on Pengming Sun's review form
I like the user experience of robbing a bank vault using a vacuum. I'm a bit confused with the difference in "time" that corresponds to the money they can get? Perhaps, you can make it clearer by making it such that the larger diameter hose would be able to "suck" more money out? Furthermore, I believe you would need to create some type of holder for the hoses. The General Vacuum CAD drawing looks pretty cool with all the hoses coming out but in reality, it would all be lying around on the floor and it may obstruct the moving of the Vacuum around the room, it might even be rolled over by the caster wheels and get sucked up the hole in the middle.


Reviewer 18:

comments provided on Ruben Peinado's review form
I think this game is a tricky one. It depends perhaps too much on the details of the cosmetics in order to ground the users in the narrative.


Reviewer 19:

comments provided on Ruben Peinado's review form
Sounds like a fun game! I am confused as to how the times on the lockers correlate to amount of money. Why did you pick time gaps? Are minutes more valuable than seconds? Does 1 hour correlate to $60 or $600 or $6000 or something else?


Reviewer 20:

comments provided on Ruben Peinado's review form
The game sounds pretty fun, although I'm not sure if it's morally correct to be promoting bank robbery by making it look fun?! The numbers in the storyboard is a little confusing, though I get the gist of it more of less. My question would be how many lockers would there be? How many hoses would there be in the vacuum, and how would the game adapt to groups of fewer players?


Reviewer 21:

comments provided on Ruben Peinado's review form
Oooh, I see, you want to hose money into your vault. What's the reset mechanism on this ? Also, it seems like money might wear + tear + get everywhere.