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Game-based learning is a teaching tool that can increase student achievement and reduce teacher burden. Video games as learning tools can increase educational access for students in rural areas. In this qualitative study, we use descriptive coding and thematic analysis to report the likes and dislikes of the 1,110 middle school students who played the STEM video game Mission HydroSci (MHS) in their classrooms in a Midwestern state. We discuss recommendations to increase student engagement in future serious game designs based on our results.