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- It's difficult to do an evaluation without having the game in front of me, but I suppose I'll just have to give it a shot with just the two videos you've got on the kickstarter page (I have avoided looking at any other video for science's sake).
- First off, the game looks very professional, very slick. The interlocking cardboard bits are always an organization improvement over making people keep individual stat cards everywhere, and it looks nice to boot.
- Without having the game in front of me, most of the critique I can offer is about the video explanation, but I figure I may as well give you what I can:
- 1 - The moon idea is pretty good, and the indicator on the board is very clear, you can tell at a glance where the moon is. The same cannot be said for the sun; the token blends in with the printed area on the board, which I would imagine can cause the apocalypse to sneak up in some cases. It would be better to have something more like the moon board section, with a border but a non-filled in area, sort of like this on each day position on the board: http://www.clipartbest.com/cliparts/opT/55B/opT55BpiB.gif so it's more at-a-glance where the sun token is situated (by looking for the contrast between positive and negative space).
- 2 - It is not immediately clear that the resources and action items are in the same deck (or maybe they're not, I'm just assuming), so explicitly pointing that out clears things up a bit more.
- 3 - "First draw two cards, and then you can do /one/ of four actions, in any order at any time." This is confusingly phrased (especially with the emphasis of the video). At first it seems like you have four actions available but doing any one of them ends your turn, but later it appears you have four actions that can all optionally be performed on your turn. Presumably the instruction booklet is not so confusingly worded, but for the video it's definitely a "huh?" moment.
- 4 - I see no means to facilitate randomly drawing liftoff points. You might want to consider taking a leaf out of 7 Wonder's book by including a liftoff point deck, with one card for each cardboard piece, so that randomly drawing etc can be easily facilitated. "Shuffling" big cardboard pieces is always a bit of a pain in the rear. This has the bonus of allowing the liftoff points to be printed on both sides with two different points (though I have no idea whether or not that is cost-effective).
- 5 - Lift Off! is very similar to a game called Station Master (http://boardgamegeek.com/boardgame/9615/station-master) which has the same idea of players directing people to exit points while alternating between helping each other build the exit point and stabbing each other in the back. Your game has more mechanics to juggle than S.M., but I have played S.M. quite a bit and two things that it suffers from make it uninteresting after several playthroughs, and they appear to be potential hazards in your game as well (from what I can see). This is obviously speculation, but I figured I'd offer it anyway since the two games are very alike:
- A: Frustration at getting "just" resources when actions are more interesting / useful late-game, and
- B: No reliable ways to catch up to players that are ahead if you draw no or crappy actions (as they can play it safe and piggyback off of other people's work after an early lead).
- The first is a partial cause of the second by resulting in dead hands, as resources offer no recourse to slowing other winning players down. This could be alleviated somewhat by some kind of "flawed rocket fuel" or "rusty screw" that negates one of the other liftoff resources but can still be used to get on board (or vice-versa), thus decreasing the number of "non-interactive" cards in the deck.
- The second can be approached a few different ways: splitting the resources/actions into two decks so players choose which to draw (which is heavy-handed, but is a solution, assuming that's not the way it already is); or introducing "hero points": the player who submitted the most liftoff cards for a liftoff, or the player who causes the liftoff gets a hero point that counts the same as a rescued alien, etc etc. Again, this is just me shooting in the dark based on a related game, and you might have already addressed these concerns (or they don't exist) and I just can't see it without playing it.
- Anyway, that's Where Your Game Sucks. Most of these are just problems with presentation, but I worked with what I had, lol. Good luck on your kickstarter!
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