A strong question game feels almost invisible. It supplies the first spark, then lets the people in the room become more interesting than the app. Here are the twelve failures we use as a review checklist.

1. Do not force vulnerability before trust exists

“Tell us your deepest fear” is not automatically meaningful. Begin with preferences and shared experiences, then earn the right to ask for a real story.

2. Do not punish a pass

A pass should be immediate and boring. No forfeits, drinking penalties or demand for an explanation.

3. Do not surprise the room with adult content

Flirty or suggestive decks need an explicit label and deliberate selection. They should never leak into a mixed round by default.

4. Do not make drinking the mechanic

People may choose to drink, but the game should work identically with water, tea or nothing in hand.

5. Do not turn one person into the target

Skip prompts whose only outcome is humiliation, body commentary, outing somebody or encouraging a pile-on.

6. Do not require every player to install the app

Accounts, room codes and updates create dead time. For an in-person question game, one phone passed around the room is enough.

7. Do not interrupt a round to monetise it

Ads, rating prompts and paywalls belong between rounds. Interrupting a good conversation is the fastest way to make the app feel cheaper than the room.

8. Do not hide a weekly subscription behind a trial

Show the actual recurring price, billing period and restore option. A party app is not improved by a subscription trap.

9. Do not repeat the same cards immediately

A large catalogue means little if the shuffle feels broken. Track recent rounds locally and prefer unseen prompts.

10. Do not use filler to inflate the card count

Questions should be edited for a specific room and response. “What is your favourite colour?” may be harmless, but it rarely earns its place in a paid deck.

11. Do not make the rules longer than the game

The first card should teach the interaction. Explanations that need a tutorial carousel or a designated game master are a warning sign.

12. Do not pretend generated reactions are customer proof

Illustration can establish a mood, but testimonials and play footage need to come from real consenting players. Trust disappears when marketing confuses the two.

A better scorecard

Ask four questions: Did the first turn begin quickly? Could anyone opt out safely? Did the prompts produce stories rather than one-word answers? Did the app get out of the way once the room was talking?

Icebreak’s internal version of these rules is stricter than this guide and forms part of every content and release review. You can also see our approach to questions for people who just met and privacy without player profiles.