I’m getting antsy again.
To further explain, I feel the work I’ve done on some, ok all, of my games has stalled a bit and am wanting to get something out in the world.
To date, I’ve nearly completed the upgrades to Escape the Dungeon, further refined Space Game (still no good title), costed out some projects, and created a 2 player game, Sorcerer’s Duel, that is going to have minimal artwork. (Kinda like Cheapass Games)
Despite all that work, I don’t feel like I’ve accomplished anything. I do acknowledge that Space Game and Sorcerer’s Duel need more playtesting and Escape the Dungeon needs to be printed in review copies and subsequently sent out to reviewers. My 2 main issues with that is, I don’t have a big pool of play testers to use AND I am currently limited on monetary capabilities.
I could easily start up a quick Kickstarter for Sorcerer’s Duel but don’t want another failure on my hands. What do you, my unresponsive masses, think?
I have built a PnP of a two player game I've been tooling around with for a bit. Feel free to download, print, and play this game. If you have any questions, please ask them. If you have any suggestions on ways to improve it, I'm all ears. It's purposefully created in greyscale for ease of printing and may stay like that for production. (unsure)
At the current moment it will not be available for purchase. This is not due to any copyright issues, but more of the fact the game is just not ready for release.
It requires a print of 2 (12x18) sheets and 1 (8.5x11) sheet as well as 2d6 dice. 1 d6 and 1 d3 is even better for the game but 2d6 will work just as well. This works out to be 36 cards, 1 rulebook, and 2 dice. It would be packaged into a tuckbox of sorts.
Decided it was a good time for an update.
Mini Dungeon - Working hard on this concept. I like the portability of it and the replayability. I've had multiple playtests from multiple people, including running the game multiple times over days myself. This game is coming along nicely and has 'a good flow' (player's comment) about it. It's moving from Alpha to Beta staging. I'm starting to think about layout, colors, and ways to present the game to make it easier to understand.
When originally thought of this game, I was inspired by donjon and the black and white maps that were procedurally generated. I liked the black and white theme and made my maps similar to those. As the game progressed I was introducing colored cubes to represent things such as treasure chests, monsters, and doors. This allowed me to make things easier to count with victory points, but as another player pointed out, 'using small cubes directly on top of the board makes it hard to see any paths.' More thought is needed for this issue.
Escape the Dungeon - I finished writing the rules, uploading documents, and am starting to receive parts from my suppliers. I hope to have a playtest of the game, in it's "Final Form", before I run some Blind Playtests at GameStorm Con. I know I'm probably going to have a few minor changes to implement before Gamestorm but I don't see any major changes before that.
Pocket Games - This is an area that has started to capture my attention. Games that can be created and played by people with only 18 cards. I've come up with a few ideas, themes, that I want to work on, (Space, Kittens, and Social Deduction) but haven't yet made them coherent enough to start actually creating a prototype. More thoughts on this later, I hope.
MicRxobe - This was a failure, I admit, but I've gotten some good ideas about what to do. The game itself is ready to be purchased and played. The area I was...lacking, was a following. I told myself that at 1,000 Twitter followers I would put MicRxobe up on Kickstarter and I did. What I failed to take into account was advertising among those followers beforehand, reviews from other gamers, and a lack of polish on my page. I thought that $200 was a pretty low number, that I was just begging people to throw down $9 for a game in the US. Well, not really. I had my failure, I've looked at what needs to happen and I'm going to make it happen. Just not now. The game deserves a launch and entrance into the world, but I've got other projects that need my attention. I'll be turning back to it later.
I'll leave anyone reading this, with this. If you want to be a playtester of Escape the Dungeon, head on over to the Contact page and let me know. The more people play the game, the more feedback I get, and the better I can try and make it.
One man team heading the independent board game company in Eugene, OR.