It has been a long time since we talked and boy has a lot of things happened. Last we got to chat was back in June of 2018. Since then I've been married, finished school, sat for my boards, and have been licensed in Oregon.
Writing it down makes it seem like a short sentence isn't enough to convey the range of emotions, hard work, and time that has gone into that process. There was so much more that went into all that time. The highs, the lows, the long ass waiting period, the short nights and long days. I can't just encompass it with a sentence.
That being said, that's not why I'm back up and running. Having just got back from GameStorm a day ago I'm ready and raring to move forward with my Kickstarter plans for Escape the Dungeon. I've got completely registered in Oregon as an LLC and have begun the process of working through some quotes to get the game printed. My next steps are to print up some review copies and send them out to people to review and hopefully drum up some good will before it launches in August.
Escape the Dungeon has been a love process that I've sometimes hated so much I've not even touched it in a years time. However, the time has come that I need to push it out the door and allow it to fly. This is both because I can't conceive of any new tweaks that are needed with the game and...I'm done with it. I want to move on and build expansions for it and build other games.
In other news, while at GameStorm I was able to debut two other games that I've been working on and had some good portions and some bad portions. The Space Mining game (previously Space Game) turned out ok. There are still some tweaks I need to make on it and a LOT more playtesting but it's in a good enough position I don't feel the need to really work on it too hard. As for Under Attack (new to you), it turned out really well and I had a lot of players who wanted to play. However, that also ensured I got a lot more feedback from it. The biggest complaint was how alike it was to Stone Age and other games like it. And...yes. I can completely see it and need to fix it. There was also the request to make it more cooperative and less competitive. While in the minority making it more cooperative might do the same to it as it did to Escape the Dungeon. In that, it completely changed the way the game work for the better and I couldn't think of changing it back.
Well, I'll leave off for now and hopefully get some sleep. I'll talk to ya'll later!
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’m currently at the Holiday Inn in Springfield, OR. I’m here for the Eugene Games Gala, aka EGG, for their game day. There’s probably 20 people here, besides me, enjoying games and making connections. Although small, the atmosphere in here is jovial and enjoyable.
I’ve played Escape the Dungeon once and Space Game once here as well. I got good feedback on both games. I don’t think most of the feedback will make it into the games, rehashing of old concepts, but it’s always nice to make a connection.
Sadly I was not able to stay the entire time because I had a food tasting for my wedding in September.
I was able to go to the 2nd Saturday Playtest and Playtest Space Game again. That Playtest went much better. I’m having issues with catching up. It seems like when one player gets their engine running the other players are left in the dust and they can’t have a chance at winning. The point spreads of the wins reflect that. First game was 16-12-1 and the Second game was 12-5-1.
Each time, that player either didn’t understand the actions of the game, had a hard time deciding what action to use on their turn, or just never got a productive turn where all the cards were in their favor.
More thought is is required to fix these issues!
First week back from Gamestorm 20 and I’m already hard at work on a new game. I got the idea on the drive home. It’s a space based mining game.
I haven’t built much story into the game just yet, but the mechanics are working quite well already. I playtested it today, for the first time ever, and there were no major glitches. (Unheard of for me) And I literally mean the first Playtest. I haven’t done any special work on it or any internal playtesting at all!
Here are some screen shots of the creation and playtesting that went on.
Its clear I have more work to be done on it, but for the most part, things are smooth. I need to add in action cards for players to use on their turns as well as the ability for players to upgrade their ships. (Maybe as an expansion?)
Space Game (Still a working title) will be made into its own page here pretty soon so you can see what’s going on with it.
As for Escape the Dungeon, I’m hard at work refining that game as well and am almost ready to declare myself done with the game and be ready for work on an expansion for that game. I’m thinking...different terrains.
One man team heading the independent board game company in Eugene, OR.