Glow or Go games: Energetic but long

Fever Hub’s Glow or Go games consist of five timed mini-games where teams compete to earn points and extra lives, culminating in a final challenge.

Image courtesy of Fever Hub

The games include:

Pink Panic: a real-life whack-a-mole-style game requiring players to hit illuminated buttons as quickly as possible

Red Reflex: a laser maze where players navigate across the room without triggering sensors

Yellow Yell: a trivia-based challenge that involves throwing balls at targets corresponding to correct answers

Orange Outrun: a “floor is lava”-inspired game that requires players to jump between safe zones while collecting virtual keys

Solara: the final “Simon Says”-style challenge testing memory and reaction time

Photo courtesy of Fever Hub

Individually, each game is fun and does a great job encouraging movement. Jumping, throwing, ducking, and sprinting in a controlled and safe environment makes this an appealing option for groups looking to be active together. Each game lasts approximately 12 minutes, though this often feels slightly too long. As difficulty ramps up, many of the games reach a point where success feels unattainable, leading to fatigue rather than excitement.

In several rooms, especially Red Reflex and Orange Outrun, we found ourselves stuck on tasks that became frustrating instead of fun. Allowing difficulty to scale back after repeated failed attempts would likely keep players more engaged. Even Yellow Yell, our favorite of the group, overstayed its welcome and left me with a sore throwing arm for days afterward.

The finale, Solara, involves donning protective gear and, if successful, being rewarded with colored water effects, lighting, and a brief dance party. A video of the moment is emailed afterward. This finale would be especially appealing to families with energetic kids, though some refinement to pacing and difficulty could make the experience more replayable.

Photo courtesy of Fever Hub