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Space Harvester introduction / call for playtesters

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Space Harvester
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Joined: 12/15/2014

Hello, My friend and I have designed a 2 player deep strategic game that we are looking for playtesters for. The game uses action points, markets, bidding, and a unique upgrade tree.

Here is a video description of the game, if you are interested in giving it a shot you can reply here or email me at Spaceharvester@gmail.com. I will then email you the rules, and boards so you can print them out.

https://www.youtube.com/watch?v=-JY1fit1T18

Thanks!

LordBrand
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Joined: 12/27/2014
Watched your video. I'd be

Watched your video. I'd be glad to try it out. Have you had the opportunity to have anybody else local playtest?

Sending you the email as requested.

Space Harvester
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Joined: 12/15/2014
I got your Email

I will send you the files and let you know what you will need to test the game.

Myself and the my co designer have played the game a lot. We have had 8 of our friends also play it as well. There are some local groups that get together, that I will be taking it to whenever I can get away from my toddler for a night.

I look forward to your feedback, thank you for your interest.

questccg
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Joined: 04/16/2011
Hmm...

I think you should watch the Settlers Of Catan video: https://www.youtube.com/watch?v=lTV03kCoDIw

This will give you MORE ideas you can maybe incorporate into your game. The hex tiles immediately made me think of Catan and then moving along the edges of the tiles made me think about Roads in Catan...

I don't know if this was intentional - to create a Sci-Fi (Space) version of a Catan game - but it has a Catan feel to it.

Some things I would suggest (off the top of my head - I'll explain them):

  • Don't have players start from the same location.
  • Have three (3) types of spaceships: scout, transports and fighters
  • Have planets on some of the tiles, asteroids and maybe wormholes

Why start from different locations? Well it would avoid direct confrontation from the beginning of the game... More on that later.

Why three (3) spaceships? Well scouts can be sent out to planets or asteroids to LEARN what kind of resources are there. Instead of like in Catan the tile is the resource, you could have like X Planets on the board and each Planet has Y resources. This makes for an exciting EXPLORATION phase to the game... Instead of knowing what is available...

Transports are used to ferry resources between the planet or asteroid belt and your base - this could be optional. It may slow down the game if you need to ferry too much... BUT you can use the Catan concept for space have Starports where you can bring your mined resources. I think this could add some more dynamics to collecting of resources.

Fighters would be used to attack/defend a starport, base or to attack a scout, transport, and other Fighters. It would make it more of a tactical game - again just some ideas off the top of my head - after watching the video.

About the tiles - I would have like A Planets (produce the most high-end resources), B Asteroids (produce some minerals) and empty space. It doesn't need to be like Catan where everywhere there are resources. Lastly I would add Wormholes to travel around the board.

I said I would talk more about why different starting locations. What I like about your crystals is that they could allow a player to amass an army and go out a battle his opponent. I think this might be more interesting than simple trading... Like I said Catan is the Uber trading game. And I think it is more dynamic than "Space Harvester".

Let's face it people like games where there is confrontation. But you also want to be able to build up your forces before engaging the enemy.

Again just some quick ideas - if you want to chat more about the game just PM me!

Best of Luck with your game!

Update: There is a Star Trek version of Catan = https://www.youtube.com/watch?v=O7_Yd3_M8iQ

I would stay away from anything similar to Catan...

Space Harvester
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Joined: 12/15/2014
thanks for feedback

Quest thank you for taking the time to write up your suggestions. I am aware of Catan, but I think you may have grabbed onto the comparison a little too hard. Really the only overlap is the use of Hexes, there is not much else that is in common between Catan and Space Harvester.

There is combat in the game, but we have set the upgrade tree in such a way that you cannot attack right off the bat. We like people starting out at the same spot as the game is all about balancing what you want to do, with what the board allows you to do, and what your opponent is doing. Players grow at the same time and must always be aware of what the other is doing and what their position is on the board.

The idea of planets and asteroids is a nice one, but I am not sure we can change that aspect at this point, as it would be a major shift in the game and would require a major retooling, and we are largely pleased with the game as it sits.

If you would like to playtest to compare your ideas to ours I am happy to provide you the information to give Space Harvester a once over.

Thanks for your time and interest.
Travis

questccg
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Space Harvester wrote:I am

Space Harvester wrote:
I am aware of Catan, but I think you may have grabbed onto the comparison a little too hard. Really the only overlap is the use of Hexes, there is not much else that is in common between Catan and Space Harvester.

Actually what made me think about Catan is how you MOVE your spaceship: along the edges of the hexes. This is how you build ROADS in Catan. It a very unique concept that was first created in Catan... I have not seen, aside from your game and Catan, this in any other game.

Quote:
There is combat in the game, but we have set the upgrade tree in such a way that you cannot attack right off the bat.

Well in your demo you attack your opponent on the first turn and force him to give you the resources he gathered?! Moreover Travis is at a disadvantage and returns to the base square...

Starting on different hexes would probably rectify this behavior.

Quote:
The idea of planets and asteroids is a nice one, but I am not sure we can change that aspect at this point, as it would be a major shift in the game and would require a major retooling, and we are largely pleased with the game as it sits.

Well actually you need to be prepared to modify your game - if you intend to get published. Most publishers will want to reserve the right to playtest your game and then make modifications as they see fit. Otherwise your only recourse is Kickstarting your game and self-publication...

Quote:
Thanks for your time and interest.

That's why publishers have developers: they take the game and try to break it, playtest with all kinds of groups and collect feedback about HOW the game can be improved upon... I was just thinking to myself: "How the hell do you gather resources from Space???" Sounds a bit illogical. Now if you had a certain amount of Planets, maybe some asteroid belts and blank space - that might seen to be more logical...

I'm not a good playtester - I am usually very unhappy/critical with designs - because usually they are NOT perfect... Even more so with my own designs... :)

Update: You're probably wondering why do you need "blank space"? Well it could be reserved for producing "Starports" and then your transports can ferry the ore to the neared Starport instead of their own planet...

Space Harvester
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:)

In the video we had a quick attack to demonstrate the action. The reality is Orange could have, and should have in a real game, to mitigate being attacked. After I saw Blue harvest a black gem, I should have come out of base on one of the two edge intersections, and I should have bought +1 defense by harvesting a white gem on my turn.

This likely would have deterred Blue from attacking me on that round, as he would have had to use actions to move close to me, and he likely would not have had higher attack power then my defense power. I know all that was not clear in the video, but we could not go over all the details or we would have had a half hour video. Our goal was to introduce it and find blind playtesters.

I am not so possessive of the game that I won't make changes to it, even major changes. If you are telling me you are going to print 1500 games, I will be adding planets tonight. :) When we started playtesting he had a lot of feedback for new mechanics or upgrade options. We decided unless something was broken we would just document the ideas and continue on. If we made every change we would end up with a too large game. We wanted a tight "simple complex" game.

Again thank you for the feedback.
Travis

questccg
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I'm in the publisher stage...

Believe me - I'm just preparing you for the publishing stage. I am getting the strangest questions.

And typically I guess a publisher could ask: "Why should I buy your game over Catan's Star Trek version?"

That's why I included that link! :)

Publishers have proved to be a very independent bunch... I am also having my own game blind playtested by a lab near the Boston area. We'll see what they have to say.

I spend 1 year with one publisher who loved the concept at first and then it was like pulling-teeth: I never got any playtesting feedback from them. One year into the process and they finally said - "No thanks."

I would never self-publish a game like I did with Quest AC. I was a novice at game design since it was my first game. I'm happy with the end result - even though it is a rather simple game for nine year olds! :) However it was impossible to get distribution especially with no brand recognition or publisher to back me up...

So I won't go down that route again (self-publishing) unless it's for a *special* project (that I am currently working on).

Best of luck finding more playtesters... You could try local game stores (the ones that sell Magic: the Gathering cards). Usually they might be willing to playtest a game. In my area there are also Table-top Game Bars where people go to have a beer and play their favorite table-top game...

You might also want to check with any board game clubs in your area. Okay they may not be the "best" playtesters but it can give you some more feedback. Some of those groups are on Yahoo Groups... I'd google a bit to see if you have anything nearby. The other option is going to a local or nearby Con... I've done that and you can always find playtesters at those Cons...! One good one is Protospiel... I went to Protospiel North in Hamilton, Ontario. There were a lot of people demo-ing their games!!!

Note: Let me see how the lab goes with my game "Tradewars - Homeworld" and I'll see if I recommend them to other designers... They are on holidays until the next week in January and the playtesting may only occur in the middle of January. But you will need to PROVIDE prototypes not PNP content... They don't have the time to print and cut the game - they playtest it. You will need to ship a product to them...

But in the meantime - look for Protospiel (http://www.protospiel.org/) there are different branches like North, South, etc... People bring prototypes - your product will look nicer than most of the other games! ;)

LordBrand
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Joined: 12/27/2014
Just a quick question: The

Just a quick question: The hexes are only there to create the edges along which you travel?

Is there a reason to not build a board that has the "map" laid out on it since the hexes have no intrinsic value of themselves? Or is that purely a prototype situation?

Could you conceive of other structures than the basic triangle to create additional replayability?

questccg
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if you are interested in Protospield

Send a PM to "Dralius" if you are interested in Protospiel. David will be able to tell you more details about the event since he is the "Host" of the event... Dralius (David) is a frequent poster on BGDF and has published several games.

If you are looking for an event to playtest your game - I'm sure he would be able to schedule such events at Protospiel.

kos
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Joined: 01/17/2011
Space Harvester

The game looks pretty good, and the video does a good job of getting the concepts and basic gameplay across. The video is the right length to demonstrate the game without going into all the details.

Don't worry about the "looks like Catan" comparison. I suspect that any game that involves moving on the vertices of hexes is going to get "looks like Catan" comments, regardless of the fact that it shares none of the game mechanics. Just focus on making your game awesome.

You're doing exactly the right thing by asking for playtesters. It sounds like you have the mechanics solid and in-house testing underway, so it's time to get fresh input. I hope it goes well!

Regards,
kos

Space Harvester
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Joined: 12/15/2014
Hexes

So when we started out the hexes were more catan like. Each hex was going to be all white gems, or all red gems. We found randomizing the resources made the game more interesting.

As for why bother with hexes at all, it allows us to have various board set ups. We typically go with the triangle formation at this time, but you could go with lots of shapes that would create interesting choices. A printed board might be slightly easier from a set up standpoint, but would eliminate that option.

Travis

Space Harvester
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rules 2.0

We have rewritten the rules. Play testers have consistently reported that the rules were not clear on the details of game play. rules 2.0 is available for request if anyone wants to check them out.

Email - Spaceharvester@gmail.com

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