Most Playtesting Tells You What Broke
Mirror Tells You Why
What Is Mirror?
What would you do with this?
Pacing as a design problem, not a player problem: Dele's deliberation slowed the entire table across multiple turns. Other players absorbed it in silence until Gabriel publicly called him out. The game has no turn structure, no prompt, no mechanism to normalise pace - so the table had to police itself. That confrontation was the game's design failing, not the player's.
Designer action: Introduce a soft turn prompt - a sand timer, an in-app nudge, or a visible signal that a turn is running long. The player can override it, but the prompt removes the social burden from the table.
Resource mechanics that don't signal consequences: Kemi overcommitted her influence tokens securing a single business. In the turns that followed she had nothing to act with - she watched others move while she waited. She didn't know the tokens were gone until it was too late. The game never showed her the cost before she paid it.
Designer action: Make resource depletion visible in the moment of spending, not after. A token tracker, a visual indicator, or a rule that requires players to declare remaining tokens before bidding would change this decision without removing the risk.
Win condition invisible until the end: Five players spent three hours optimising for the wrong metric. They counted businesses and tracked cash - the visible numbers. Market Value, which decided the winner, was abstract until the final score. The player who won did so because he understood what he was competing for. The others didn't know until it was over.
Designer action: Introduce a live Market Value display - a scoreboard, an app view, or a reference card showing each player's current MV alongside their cash. This single change would alter how every acquisition decision is made.
This is what Mirror produces - not a list of what happened, but an explanation of why it happened. And what it reveals about how your players think.
Every session becomes a detailed behavioural report. Structured. Specific. Actionable.
How It Works
In-Person Or Digital. Wherever Your Game Is
What Do You Get?
The Mirror Report includes:
Executive Summary and Key Takeaway
Session Overview and Outcome
Player Behaviour Insights - with personality match analysis
Key Moments - what happened and what it revealed
Game Flow - early, mid and late session analysis
Behaviour Patterns observed across players
Design Observations grounded in evidence
Specific Recommendations with expected outcomes
Final Reflection
Early Sessions Are Offered At No Cost
Get in Touch with Us
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