LOSS! in Space is Getting in Your (Poker) Face
While working on other projects, I've been busy resizing the LOSS! in Space cards from something a little less odd (2.45"x3.95") into something more manageable (2.5"x3.5"). For those of you follow tabletop games (you're on this site, so I'm assuming you do), it goes from a non-standard size to a poker sized card. This means that for those of you print the game off, you can use sleeves to protect your hard work and play with it knowing they're far less likely to bend/break/crease. Or for those of you like me who don't sleeve their cards (I feel the shame coming already), you should be able to fit them in boxes a little more easily. I'm pretty far along with the resizing. Thankfully since I created the cards using a database, I'm able to make the size changes on one card and then run it through the program and get all 180 cards done. The only issue I thought I would have was with the parsec cards (pictured - left is the original size, right is the new size). For those of you who haven't played the game, the parsec cards are the score cards in the game. As you gain distance in the game, you advance your ship (the die) by 1 or 2 spaces depending on how far you go. Each square was designed to be the exact size of a 16mm die (standard size for those wondering), and sizing the card down to fit the new width meant that I couldn't use 16mm boxes anymore. However, I was able to put it down to 14mm and with the additional spacing between the boxes, the die fits there nicely and doesn't overhang over the other numbers. The print and play files should be updated in the next few weeks.
And Time Passes BGG Page is Live!
With the help of a lot of people, I finished "And Time Passes" for the Button Shy Games 18-ICG (identical card game) contest. In this game, every card had to be identical; the front and back of the card could be different, but the 18 cards would all have to have the same front and back. My game "And Time Passes" makes players create their day with various activities while they try to be the most productive player without getting exhausted. Each card has 4 productive activities marked by orange arrows, and resting activities marked by blue arrows. Players place down cards on the table to create a shared timeline adding different activities to increase their productivity score. If a player has a productivity score over 10, they're exhausted and need to get their score down otherwise they lose the game. When placing cards, players are able to rotate and/or flip their card to affect the timeline in the way they want. A lot of work and playtesting went into this game. Originally when I heard of the contest, I knew it would be a huge challenge, but was able to work out a possibility for a 2 player version, followed by a 1 player version. Click on the link above to visit the game page on this site, or on the other link to visit it on BGG (Board Game Geek). On both pages, you can watch videos on how to play the game, as well as an overview of the game which doubled as my submission video to Button Shy Games.
It's been a very busy weekend for me as I had gone to ProtoTO showcasing Deliveries on Track, Project Icarus, and Buried Treasure. I received pages and pages of feedback and had suggestions on how to improve the game. This update covers a few of the requested changes that should help immerse players into the world and clear up the visual clutter of the old card. This updated delivery card went from a black translucent bar to a flatbed train car carrying crates of cargo. These cards are now going to be able to be placed behind your locomotive once completed, giving each player a sense of accomplishment as they get closer to their goal. The icons have also been updated with different shapes to give each their own unique look. This way when you look at the side of the card when they're in your hand, there's no doubt which cargo is needed for a delivery and which cargo cards you have. This should also help colour blind players as colours aren't the primary element for "quick-glance" recognition any more. Another common bit of feedback was the fact that the cargo cards and delivery cards looked too similar. While they still share the same background, the "side" of the card now shows the location, the word "Delivery" and the items needed in a coloured bar matching the colour of the background. The other side of the card no longer has the same information, but rather the bonus for the delivery if it has one. The ground of the delivery cards doesn't match the background, but rather matches the ground of your locomotive keeping some consistency when placing them down behind your locomotive. The crates should also help differentiate them from the cargo cards as they look quite different and help give the sense that it is a complete delivery. I'm still tweaking other elements of the game, and will post when the next version of the game is ready to be downloaded!
Buried Treasure on Sale!
I'm very happy to announce that the Game Crafter sale for Buried Treasure is now LIVE at The Game Crafter: The more people buy the game, the cheaper the game becomes for all people who buy into the sale so you'll have the cheapest price it goes down to. Purchasing this game helps support me in future game development and pay for a very small fraction of the time I invested into this game (I get $10 USD per copy sold). Thank you for your continued support!
Deliveries on Track
It’s 1889 and trains are the pinnacle of transportation across the country. You’ve started your own train line and your job is to take your locomotive and make deliveries to the towns in need of what you're bringing them. The government’s promised a juicy grant to help the most promising railroad build up their line in the country. It's not going to be an easy trip with robbers lying in wait, couplings coming loose, and other locomotives trying to ensure they get the government grant to build their rail line. I've been working hard on a new game called Deliveries on Track. In this card game, players make deliveries and the first player to successfully make 5 deliveries wins the game. There are 3 different game modes that can be played at the same time by different players for varying difficulties; this involves the backgrounds of the cards where you can get the cargo you need from anywhere (the standard game), getting cargo from the specific location on the back of the delivery card (All the Same), and getting cargo from specific locations as mentioned on the delivery card (Specific Locations). The benefit to this is that players don't need separate cards for the different difficulties. I'll be bringing this game to ProtoTO where you can playtest it during sessions 1 and 2 on Saturday the 28th.
Project Icarus Launches!
Not a week after the release of Buried Treasure was released, I entered a new game into another contest. It was conceptualized and created in under 24 hours for a 24 hour game design contest. That's a 24 hour block of time including eating, sleeping, working, etc. So it was DEFINITELY created in less time than that. It's a "completed" game meaning you can play it with all of the components and artwork. It has a LOT of testing to go through and additional revisions as well. The solar system is erupting into chaos. The dying sun is releasing intense bursts of solar radiation that’s destroying the planets around it, making it an invitation for death for anyone who enters the system. However due to the extreme solar activity, brand new elements are being formed and are worth billions of units. You’re one of a few brave mercenaries trying to make your way through the system gathering as many resources as you can before the sun goes supernova. You’ll find higher valued resources as you get closer to the sun, but it’ll be hard on your shields. Will you get the resources you need to set yourself up for life, or will you fly too close to the sun and be destroyed? Project Icarus is a 1-4 player game that plays in roughly 15-30 minutes. We're looking for playtesters for Project Icarus. Links are located on the game page.