Sanity Test for Florist Tourist

72/100
Final Score
Interesting puzzle game that needs just a little more refinement in teaching key concepts.
Completed February 11, 2024 by Chris Aylott

Rules 57/80

Structure 9/9

Sections are place where expected and easy to identify.

Requirements 0/3

Number of players and age range are listed and match the site, but play time is not listed.

Introduction 2/3

Clever and fun-sound theme. Watch out for minor typos like the lack of capitalization at the beginning of the second sentence.

Overview 1/3

This is a solid summary of the game play, but goes into a little too much detail for an overview. Try boiling the last paragraph down to a short sentence or two -- it's good to know how to score points, but we don't need the exact amounts.

Component List 4/5

The components are listed and numbered. You save a lot of space by not naming the components, but it's a little risky. To avoid confusion, you'd need to be very consistent with naming and visual aids in the rules that follow. As I keep reading, this turned out to be mostly true, but I failed to understand that the level/goal cards are two-sided.

Component Pictures 2/3

Good pictures that mostly show what's what. As mentioned above, I failed to understand that the level/goal cards are two-sided. A picture showing both sides would have helped a lot.

Setup 8/10

I can follow the setup, but the steps are a little confusing. I couldn't figure out where the grid cards were coming from until I checked the video and saw that they were the other side of the cards in the deck. This isn't stated anywhere, and it would help a lot to understand this.
-- Watch out for verb agreement. Each player "rolls" a die to determine the first player, etc.

Setup Pictures 5/7

Overall the setup pictures are good, but it wasn't clear from the sample setups how the overlapping cards really worked. Try removing the instructions related to the mat and using a larger picture with more details.

Game Play 10/15

Overall the gameplay is clear and easy to follow. The summary of each step is helpful and leads the player into what to do next.
-- There no need to note that player turns work "a bit differently". Just describe how they work.
-- The examples are good, but it's a little hard to distinguish the examples from the core rules they are illustrating. Layout and sparing use of italics would help with this.

Game Play Pictures 5/7

Good illustrations of the concepts. The black circles indicated placements are a little hard to read -- arrows or other graphic elements might help here.
-- The decorative petal elements are colorful, but they are a little distracting from the explanatory images. There might be a way to make the decorations more subtle and keep the focus on the most important information.

End Point 5/6

The end game is clearly marked and explained. The rule about players continuing is a little fuzzy; what happens if one player can continue paying but the other can't?

Overall Comprehension 3/4

Once I understood what I was looking at in setup, the game was easy to follow.

Clarity 3/3

The rules text is clear and easy to read. However, there some typos, misspellings, and errors in verb agreement. Nothing a solid proofreading pass can't fix.

Presentation 0/2

The graphics are colorful and fun to look at, but the layout is very crowded with very little white space to rest the eyes. The italic font is not very comfortable to read; it's usually a better idea to stick with a nice plain font for body text and decorate sparingly.

Shop Presentation 15/20

Ad 3/3

The ad image is lovely and sparks interest in the game. Both the summary line and the bullet points make the game sound unique and fun.

Backdrop 1/1

Great background that shows off the visual appeal of the game.

Logo 1/1

The logo works well with the background.

Action Shots 4/5

The action shots are colorful and show off the quality of the components. There might be some alternate shots that teach the game a little better, but I'm not sure what they would be.

Description 2/5

The description is very technical and detailed, but does not do much to sell the game. Try taking a step back and thinking about it from the perspective of the "average" (non-expert) customer. What can you tell them that will convince them that the game is accessible and fun? If you can explain how playing the game will feel and catch their interest, then you can go on to teach the game.

Video 4/5

The video is a good explanation of the game, but too long to work well as a sales video. The intro is cute, so try developing a 60-90 second version that uses the intro and then briefly summarizes the game. The full explanation can be saved for a secondary link.


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