Skip to Content


Plan Your Kickstarter Stretch Goals

The Game Crafter - The Leading Print On Demand Game Publisher

Introduction: The Game Crafter is running a series of articles about "How To Run A Kickstarter" on our blog that will eventually be consolidated into a guide we publish for game designers.

In our last article we told you to do the math before you start your campaign. This time we’re talking about stretch goals which will make your math more complicated.

Make no mistake, you should plan your stretch goals well in advance of the launch of your campaign, and build the cost of them into your budget. Don’t scramble to come up with them during the campaign. If you do, at the very least you’ll stress yourself out. At worst, you could bankrupt yourself by rushed planning. With that in mind, here’s some advice for figuring out stretch goals.

Click here to read the full article

Trader of Sol

I'm picking up a design again that I set aside a little over a year ago. It wasn't set aside because I was bored with it or didn't see potential or anything like that. It was set aside because I was working on to much and needed to focus my energies on projects that I could get done faster. The game I set it aside in favor of, is now well on its way to release in the hands of a very competent developer. So basically, I need a new game to absorb my focus.

Component Set

I like limitations. They force me to focus my ideas and be selective, which I think results in more elegant design choices.

With that in mind, I am considering "designing" a component set(s) that I would use for several games. Essentially, for me it would act as a cap on certain types of components in my design. The Bits. And therefore allow for maximum focus.

Hammering out the dents

Nearly three weeks ago I met with a friend from a game company that for the time being I will call X to show him a game to see if he thought it was something that X might be interested in. I wanted to show them the game at Gencon but the game, H.M.S. Victory was still in need of some work and I didn’t want to spend all my time getting it ready if it was a non-starter.

After a play through he pointed out many of the things I was working on fixing as well as some that I was not focused on and said if I get it in shape he will arrange a time to demo it for them.

What I have learned from being reviewed for the first time

The people at Geeked Up Gaming were kind enough to post a review of my game "Collapse" after I did a demo at a local game shop. Here is the 1 Hour Long review in its entirety Since this was the first time anyone has posted a review of a game I designed, I wanted to share what I learned.

----Getting the reviewer a prototype----
1: Print & Play

Custom Pieces & Your First Kickstarter Campaign

So, The Game Crafter has started a series on their blog to share their experience running or helping out with Kickstarter campaigns. I’m looking forward to learning what they have to share.

In their first instalment they discuss aspects of games that will make or break them in a Kickstarter campaign. Their basic argument is that not all games are suited to crowd funding and you should figure out if yours is one of the ones that is so suited.

July 2014 Miscellany

Thoughts about some game-related topics that are not long enough for separate blog posts.

How To Run A Kickstarter

The Game Crafter - The Leading Print On Demand Game Publisher

Starting today, The Game Crafter is going to start a new series on our blog called “How To Run A Kickstarter”. This will eventually be the basis of a guide we publish for those of you who want to run a Kickstarter through The Game Crafter, but just aren’t quite sure how to go about it. Some of the topics we plan to cover are as follows:

The Flux Capacity Challenge Winner

Hello Game Crafter Community!

First and foremost, I would like to take a moment to thank all of the participants in this contest. It was a first for us and initially I was a bit nervous to see what would come of the submissions, but I was quickly surprised and impressed at how great the designs were, how nice a lot of the artwork was and of course appreciated the incredible amount of work that went into each and every game we got to check out. Next I would like to offer a congratulations to Daniel Schroeder for coming in first place after the scoring. His game design (Jotunn) was very well developed, had great artwork and presentation and had one of the clearest rulesets overall (something we certainly appreciated during the play tests). We are looking forward to continue the development and production of this game with Daniel. To all of the other participants, keep up the great work and your involvement in The Game Crafter community and I’m looking forward to seeing some great designs in the future.

Looking forward to the next contest,


Final Scoring Spreadsheet

2014 Projects Update

Front Burner:

Syndicate content

by Dr. Radut