On my last blog I was going over some key points of my game. Here are some more:
All things considered I think it went well despite not being able to get many people to play Nitro Dice. We could only demo it at night and only had one production copy, the only copy in the US, which I now have in my possession. Those that did demo it were enthusiastic and pretty much everyone said they wanted to get a copy. My favorite comment was “It reminds me of Speed Circuit, except its fun.” That made me chuckle even though I think speed circuit is fine in its own right and the only thing I see in common between them is the racing theme.
*Note, Dueling Mages is just a working title, as I think it is incredibly lame*
Just thought I'd start a blog about my game, as I got a lot of primary work done. Big thanks to bonsaigames, larienna and kos for helping and testing me on some of the first points of my game in this post:
You guys really got me thinking about a lot of things, especially since I am quite new to the art of game development!
The trading card game (TCG) concept still seems foreign to many board gamers and casual gamers. That's a bit surprising, especially considering how the first major TCG success on the market is still going strong. Why would you choose a trading card game over a different type of game? Ultimately I think it's a matter of control, but some other differences also seem to make their mark on the experience.
As usual, The Game Crafter will be running its booth at Gen Con. However, this year instead of taking your games we're taking you!
I have been looking forward to having Nitro Dice released at Origins 2011 for some time. Due to a delay with the printer it looks like we won’t have sales copies available :( so the people pre-ordering will be the first to get their copies. They might even have them before I get my copies depending on the speed of their local post office.
We will still have demo copies so those that are interested can at least try it out. If you are curious stop by the Minion games booth (#129) or in the open gaming area in the evenings where we will be demoing it.
My design diary for Nitro Dice Street Racing has been posted at BGG. Those of you that have read my posts over the years probably have heard bits and pieces of the story. If you’re interested in the whole shebang here it is.
I am planning on having a copy of For Science!!! ready on The Game Crafter at some point (hopefully by December), and have started pondering artistic design. The game is supposed to be very nerdy and science themed (the board is an international space ship for research), and I want that to come through.
However, for now I want to avoid hiring an artist, which means the designs can't be too complex. First of all, I think the “o” in For, rather than being a standard letter, will be a no-alien sign (like, a standard looking alien with a circle around it and a line through it).
After play testing AV twice today, I made some headway.
Strengthening Ranged helped.
Lowering Defense helped.
Rules we played by:
3 Fate Coins were given. They were used to either add a die to attack or Gear Down your difficulty to hit.
Fate Coins do not replenish.
Initiative is rolled after every round.
While engaged in combat, you may leave combat at half speed without provoking a model's attack.
While engaged by 2 enemy models, you cannot move.
Charging a model allows you to move at 1.5x speed. Example: Mov 5+2.5= Charge distance of 7.5
Toren and crew, of Ice Pack Games are back from Balticon where they promoted a half dozen of their own games, and a bunch of games from other members of the TGC community. Ice Pack Games is the second member of our community to take us up on our offer to sponsor designers to go to small cons around the world.