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 still not sure who's reading this blog but I'll continue updating as I work on various games. Last you heard I was getting antsy for progress. I was fortunate that last night, during my game night, two of my friends, who play many card games (including MTG), were able to play Sorcerer's Duel and give me some good feedback. Together with them I made some upgrades to the deck and even gave the spells names. Although some are quite good and others are...a stand in, I felt a lot better having worked on it.
Additionally they pointed out some flaws in the rulebook that I hadn't even noticed. I feel I'm getting better writing rulebooks as I progress down my path as a game designer. Like many other skills, you need to use the skill, hone your skill, and refine what you've worked on before to gain any increase or mastery of said skill. That said, I still have a long way to go as well.
In other news, I'm gearing up to, hopefully, be complete with Escape the Dungeon's box and rulebook. I'm going to be spending the weekend reworking the artwork and layout of the rulebook and box to accommodate the new size. I'm wanting the box to be an 8x8x2. I feel this is a good size for any box and will allow for the additions of expansions when I can create them.
With all the news out of the way I leave this with you my readers. The updated versions of Sorcerer's Duel. Print, play, and give me feedback if you will.
Sorcerer's Duel Pnp
One man team heading the independent board game company in Eugene, OR.