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Been a while. End of the year.

It's been a while, not since gateway in california, have I worked on my game, but far longer than I have posted anything. Since last time, I have attended both "Extra Life" at Brookhurst Hobbies and "UnPub Mini" at The Guild House both events were phenomenal flops for demoing. I will be thankful for one kind soul who played my first-ever experimental 2 player variant. It was garbage as I had anticipated. Looking back, it further solidifies Warrior as overpowered.

After those 2 debacles, I stopped working on anything. I've had a "why even bother" attitude for some time. My friends are burnt out on playtesting for what I can tell, as well. I only recently bought a laboratory book in which to write all my ideas in a clean, organized manner. This got me back into it as soon as I put words on the page. I've also gone back to "boardgame brainstorming" with a friend and we're working on project "Monster Hunter". I also want to get back to working on project "Nero".

There are 2 conventions coming up in Feb. and I have to go to at least 1 for sure. Warrior needs to be polished. I haven't put in my registration for GenCon, which I'm sure is sold out for exhibitors. That was going to be my main way of getting my name out there. I was recently laid off so now I have time to design, but now I have no money to advertise and get my brand out there. Blah. Help me, Obi Wan Kenobi, you're my only hope!

Comments

Game Design is tough

It's hard to get a design from concept to completion. The only thing I suggest is to not let your setbacks in design stop your love of games. Sometimes you just need to step back and just relax a bit before trying it again.

My first submission to VPG was a deck building sleight-of-hand magic dueling game. It mechanically worked, but after play testing just didn't have that X factor that made it fun. It was really disappointing. My second submission several years later after I submitted the first game got the green light and now it's been 3 months since its release.

All I'm saying is don't give up. I'm working on my first expansion and my second game. It's a tough road, but now that I've released a game, I don't want to stop :)

Good luck!

I hear ya. I'm not stopping

I hear ya.

I'm not stopping now that I just had another "breakthrough" in improving the game. I'm more in love with creating than I am refining if that makes sense. But I feel this is an improved creation than a simple refine which as also spawned new cards to be created.

I just need to get the name out there. THAT'S my biggest concern.

Don't give up on "Tile Pile" either...

I think that game has some solid ideas. The bell is good and as I have said can be used for more than just the beginning and ending of a match up.

I don't know if you are still planning to work on this design - I would not give up. You've invested a lot of time on it and I sent you (one too many) messages about adding a Fantasy theme to the game.

If you want to explore "separate" tile piles (color coordinated per player) with different odds and letters that sorta makes the game more like a deck-builder or choosing from pre-made "piles" which of course vary.

I didn't get any feedback from you, if you liked the theme add-on or not, but I think this kind of addition can give "Tile Pile" a second chance... So what, you need to spend some time thinking about Fantasy and how to make play different per player...

In my opinion, that will increase the odds of success towards re-launching that game.

IMHO I would not give up on "Tile Pile" just yet...

Note: Forget the Rebels, come and join the Dark side of the Force! lol

I've learned

Evil ColSanders wrote:
I hear ya.

I'm not stopping now that I just had another "breakthrough" in improving the game. I'm more in love with creating than I am refining if that makes sense. But I feel this is an improved creation than a simple refine which as also spawned new cards to be created.

I just need to get the name out there. THAT'S my biggest concern.

This is, by far the biggest thing about making games that people don't understand. Just because you have an amazingly balanced and fun game doesn't mean people will flock to it. I've gone to like 13 conventions this year to blind test and promote my game...and I've still got a lot of work to do. I go to game store "game day" events, Unpub meetups, local get togethers, let my students test my game...so many things.

Just make sure you're in it for the long haul. You gotta get yourself out there. You can do it.

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blog | by Dr. Radut