Categories
Cabinet Cabals

Angle Block

I’ve been thinking about making a competitive joint-deck builder for around four players. In other words, a game in which players build a common deck while competing against each other. The good news: there does not seem to be one on the market! The bad news: there have been some discussions on the subject and it does have some real design challenges.

In my first stab at the concept, I had consecutive players playing the turn: the first player choose card options and the second player picked the actual card to be played. Each player had a secret card type they tried to include into the final deck as much as possible. In addition, players guessed what were the others’ secret card types.

The prototype had some promise. The turns were quick, but the control over what cards will be in the final deck was limited. If the main focus would be on guessing each players’ agenda, this would be ok-ish.

In the second stab, I wanted the turns to be meatier. The consecutive players played together against a common array of foes. Players still had their secret card type to aim for… but no guessing of other’s types this time. Instead, players’ final health was scored too: so there was some balancing between getting good cards versus getting matching cards.

While this again had some promise, the turns did take rather long. Also, the rather limited control over the final deck was still an issue. Anyways, this might be a feasible approach for 1-3 players.

The lessons learned so far? Since single players’ control over the cards in the final deck is limited, then scoring by matching card types might not be the way to go. And it might be that the player who chose the card to be included in the deck never gets to play the card, so the player should probably get some benefit of it even regardless of who plays it. I have a prototype coping with these aspects… will the third stab be the charm?

Categories
General Waltz of Fireflies

How to Sing

The one contest I still had an entry riding in was the 40th Boulogne-Billancourt designer Contest. My entry “Waltz of Fireflies” was a retheming and simplification of an older project.

No success this time either. There were 124 entries from which 30 proceeded from the “rules-reading” stage to the next “playtesting” stage.

I have been participating in different design contests for years with effectively no success. While the time I have for these projects is limited, I have had a longer design time span to somewhat make up the handicap. So why do these designs stay on the ground? To get some new ideas and perspective, I have lately been reading “The Tipping Point” by Malcolm Gladwell. The main question posed in the book is how a small movement becomes a big one… and how small insignificantly seeming things might cumulate to make the difference. The book has rather interesting examples and it is a light read, so I sincerely recommend it.

Looking backward, probably one of the reasons is my design goal of making more or less straightforward solid designs… while the “market” is overcrowded with solid designs already. Like the “Waltz of Fireflies” has its own uniques tweaks but nothing that special. I think I’ll have to raise my design aim from solid-and-good to extraordinary. So that the design “sticks” with those who have read about it. I’ll also need to be reaching out more since ultimately designing (and getting somewhere) is a numbers game: you’ll need to put in the hours and have enough mass to start an avalanche. YODEL-OH-EE-DEE!

Categories
Rocketeers Space Soup Staking the Throne

Loose Ends

As it seemed in the previous post, Space Soup did not fare that well in the TGC’s Community Anthology Challenge. I was expecting a bit better position than 67/89, but I guess this where you get with no-marketing, a-nothing-that-special-concept, and effectively nonexisting theme. Still, the view/vote -ratio seemed to be 15 to 1, which was something that few designers of better-faring entries posted afterwards.

In the TGC’s Mint Tin Challenge held earlier I had a rather strong mechanical concept (but a bit lacking in the game itself) known as Master of Keys. This one had probably the view/vote -ratio of 9 to 1. I did absolutely nothing to promote this one… and the experiment did give me the confidence that if one does have a strong concept and a very good game, the design would get through the popular voting phase even without promoting.

One other missing story ending is the Board Date Project (which the organizers are now running a second time): nothing happened with Staking the Throne. The video was viewed few times (less than average) while those who did check the video watched to the end. Some interesting statistics were shared on boardgamegeek regarding what kind of games got the most interest, and that would seem to indicate that children/party/family games have the most appeal.

And that’s it… well… I do have an entry in an ongoing contest, but one is supposed to be less vocal about one’s participation. But in the meantime, I’m pondering on enrolling into 7th Roll & Wrote Game Design Contest on BGG. I have this idea of rockets moving in an ever-speeding fashion, in which players try to desperately steer their rockets (and obstruct others) through checkpoints. I did some initial testing a while ago, but there were few bigger issues and some other project deadlines… so this was but on a back burner. But I think now it’s time to draw the line.

Categories
Space Soup

Voting Time

The Game Crafter’s Anthology Challenge is at its community voting phase. Well… actually it’s in the last stretch of it already. There are 90 entries, which was more than my guess of 65 entries. I did manage to get Space Soup sufficiently ready so that I was satisfied to submit it.

I’d assume an entry needs around 15 votes to advance this time around. Based on the current numbers (40 shop page views, 10 video views, ~6 Tabletop Simulator subscriptions, 5 PnP downloads, and 3 comments) I’m doubtful of that happening… that probably would require that about half of the people visiting the shop page would also vote for the game. While I believe the design is solid and the shop page pretty ok, it is a steep hill to be climbed.

I checked out all the entries, and there are pretty amazing ones. I must say that I only did a rather quick assessment (5 – 15 min per game), in which I just tried to get the core ideas of the game and if the concept had some interesting twists in it. Without actual playtesting, it is hard to say if something really works or not. The other aspect I tend to ponder is how well the entry is suited for the contest… i.e., how much better the game would be with components more suitable for the job.

That being said, here’s my current votes in no particular order and what caught my eye (check them out if you have not already):

I also had a racing game design I was more or desperately trying to finish, but could not quite make it in time. In hindsight, it might have been better to concentrate on this one, since there were not that many games with this theme and the mechanics. Well… games ahoy, fret do not!