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My game, Void Zone (Formerly Jolt) is being published

Void Zone Demo Prototype

Hi folks,

Just creating a blog to say that my game, Void Zone, (formerly called Jolt) has been picked up by an up and coming publisher and is set for Kickstarter this year. It has been picked up by Board Game Hub who ran a great Kickstarter for Tranquility in 2019, set to fulfil next month.

I really appreciate all of the help and advice that Ive received on here. I have been more of a lurker recently but this is one of my most frequently visited sites.

Im looking forward to seeing how the vision for the aesthetics plays out and what a professional artist can do to bring my initial concept to life. The game has been getting some great public feedback as its been demonstrated at some conventions, and thats with my shoddy artwork!

Its currently being demonstarted at the Meeple Summit in Scarborough, England and will eventually be making its way to the UK Games Expo, hopefully by then there will be some nice artwork to show off!

We are working on some of the mechanics to enhance the experience based on some more focussed feedback, notably upgrading and balancing actions.

If you are interested in following it, I have the BGG page created and will keep things up to date here too.
Void Zone on BGG

Comments

Congrats, and best of luck on

Congrats, and best of luck on the Kickstarter!

Well done!

Great news. You'll enjoy the ride.

Way to Go!

Best of success on your Void Zone campaign, browwnrob! :)

Congratulations!

Congratulations!

Nice to hear your game is being Published

It's smart to go with a smaller Publisher if your initial plan was to actually Kickstart the game. This will ultimately result in a collaboration between you and the people from the Publisher.

You've got the right approach... Let's hope that people are interested in your game! And that you get a whole bunch of KS Backers!

Best.

questccg wrote:It's smart to

questccg wrote:
It's smart to go with a smaller Publisher if your initial plan was to actually Kickstart the game. This will ultimately result in a collaboration between you and the people from the Publisher.

You've got the right approach... Let's hope that people are interested in your game! And that you get a whole bunch of KS Backers!

Best.

It got its first airing at Meeple Summit which is a very small convention ant it got about 20 differnet people playing it and the feedback was almost entirely positive!

Size doesn't matter (LOL)

browwnrob wrote:
It got its first airing at Meeple Summit which is a very small convention...

No but seriously the point is getting GAMERS "feedback". If it's at a Local Game Store (FLGS) or a Local Convention... What matters is getting a second opinion on the game... Why? Because you may be partial to your design and really like it... But gamers play a ton of games and can offer up insight that you probably won't have UNLESS you've also played a TON of games.

I personally watch a lot of Game Videos from The Dice Tower and see what the mechanics look like, how the game looks from a Gameplay Point-of-View. I'm really amazed at SOME of the games that get published. They look like people taking an EXAM or something not-FUN! (LOL)

So small or not, it's good feedback that matters (good or bad). That can really help someone "refine" their design and bring it to a whole new other level!

Cheers.

questccg wrote:browwnrob

questccg wrote:
browwnrob wrote:
It got its first airing at Meeple Summit which is a very small convention...

No but seriously the point is getting GAMERS "feedback". If it's at a Local Game Store (FLGS) or a Local Convention... What matters is getting a second opinion on the game... Why? Because you may be partial to your design and really like it... But gamers play a ton of games and can offer up insight that you probably won't have UNLESS you've also played a TON of games.

I personally watch a lot of Game Videos from The Dice Tower and see what the mechanics look like, how the game looks from a Gameplay Point-of-View. I'm really amazed at SOME of the games that get published. They look like people taking an EXAM or something not-FUN! (LOL)

So small or not, it's good feedback that matters (good or bad). That can really help someone "refine" their design and bring it to a whole new other level!

Cheers.

Absolutely correct!

We gained a few fans and we also added a small bit of polish to some of our mechanics that have been tweaked slightly. So all in all it was a huge success.

Its at the stage where we haven't signed an artist (but there is definitely a front runner) so once a few things fall into place we can really show off how beautiful this game will be.

Congrats!

Your prototype looks great too. I bet it is exciting to get some pro art to transform it!

Juzek wrote:Your prototype

Juzek wrote:
Your prototype looks great too. I bet it is exciting to get some pro art to transform it!

Yes it is, and cant wait to show it once I am allowed to!

On a disappointing note, I was supposed to be going to AireCon in Harrogate next weekend but the airline I had flights with have went into administration this week so have been cancelled.

As it is across the Irish sea I need to fly and alternative flights were going to cost me a an additional fortune so I have had to withdraw although Board Game Hub are going albeit with a demonstrator less!

Im hoping this thing blows over by the time the UKGE comes round at the start of June

It helps getting the RIGHT person to IMPROVE the look

browwnrob wrote:
...Its at the stage where we haven't signed an artist (but there is definitely a front runner) so once a few things fall into place we can really show off how beautiful this game will be...

To be real honest, I agree about making a game "beautiful". It was exactly the same thing with "TradeWorlds", Mike Strickland (R.I.P.) was an amazing Graphic Designer and took the game's LOOK to another level.

I'll never forget when I showed off the NEW "Box" to my Family. They were like: "Wow! Now that looks like a REAL game!!!" And that was all thanks to Mike and his amazing artistic talents working with Photoshop and the ideas that I gave him from the original product.

His eye for detail was spot-on. He will be greatly missed... I feel sorry for the entire Strickland Family for his untimely passing. It's really sad. He had a lifetime of opportunities ahead of him and God decided to take him from this world. My deepest sympathies...

Mike, if you can read this... "So sorry you left us so soon! Will be missing all of your amazing talents. You were a real gem to work with!"

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