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Showing posts from January, 2018

Another feedback braindump.

I met with Daniel Peterson (of Mayday games) to show him some of my games. He was not impressed with any of them. Though that was true, we still had an interesting conversation, and I gained some good insight into what Mayday wants. I think it increasingly unlikely that I will ever get a game published by Mayday, because I enjoy a lot more calculation, accounting, and heavy, repeated planning than they want in a game. The biggest take home was that I should be designing games for ADHD players, and that the math and accounting all has to happen in a very subtle way to be palatable to players. That being said, I have also determined that if Berrett likes a game, then it is possible that Mayday would like it too. Here are my notes from the meeting. The Madness Place: madness should be integrated into other costs high level machines should cost more to build all cards should be level 2, and have the ability to level up (taking actions and or cards and or something) perhaps tech t

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I submitted Grab the Loot! to DV Giochi this week. I was originally preparing the game for Mayday games, but as I got to know Daniel better, I am not so sure it will fit with the direction that Mayday is going. Grab the Loot! definitely seems like something DV Giochi would like. I haven't yet finished up with Age of Vikings, however I have been making good strides in Jurassic Universe. My wife and I played a game and talked through some major changes last night. I think it should balance the game nicely. I have also been using math to make the number of cards more correct, and have been toying with re-adding the tech deck. Micronesia is currently on the back burner, I have been devoting its time to a Chronicles of Amber game currently in a really early stage. The game started when I listened to a podcast by Jason Tagmire , which reminded me of a "hell ride" from the Amber universe. The game is not really appropriate for Button Shy games, so Jason probably didn't h

Jurassic Space again

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The gorilla game is moving along. Rea likes it, so we have played a few games (without a traitor, however). We also played two games at work, and it was well received. The players liked the traitor mechanic. The bad guy might be too powerful, because he won handily, but I can always modify the setup in order to weaken him. Two players were QA, and as such, they came up with all sorts of interesting interpretations of the rules. I need to specifically say that you cannot lay the gorilla down flat on the table when you are loading it up with other animals. They also showed the need to come up with a timer to stop someone from taking way too long setting up their turn. They would certainly play the game again, and I am definitely going to continue working on it. I have also been preparing Age of Vikings for submission to a publisher. I finally have a copy of it assembled again. My last copy was consumed in the Iludo game design competition. When the game won 2nd place, one of the st

I have a lot of things going on

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With the new year, there have been tons of things happening. I have submitted two games to the Cardboard Edison this year: The Citadel of Madness, and Grab the Loot. The feedback that I got from them was immensely helpful last year, so I am eagerly anticipating this year's results. I also received a large package of board game parts (which I ordered) in the mail. The most exciting parts was the blue gorilla meeple. I have designed a dexterity game based on it (for the January 24 hour game design contest). It is called "Where there's gorillas there's hope". It is fairly simple, and has a traitor mechanic. When I finally get over this cold, I will certainly bring it to work, and see how the guys like it. I also have been thinking about the 9 card design contest (I never intended to make a game for it, but one just arrived in my brain yesterday, and it is a really interesting idea. Perhaps you will hear more about it in future posts). The Icon creation thread