Project Icarus Released and on Tabletop Simulator!
Well the day has finally come and Project Icarus is out of active development! This means the game is more or less complete, but an issue or two might pop up that I'll need to fix. You can download it on the game page, or you can play it on Tabletop Simulator! That's right, you can play Project Icarus without having to buy it, or print and play it! This also means that those issues will be updated automatically when you subscribe to the file. Don't forget to check out the music you can play when playing the game as well on TTS. Check it out and don't forget to leave a comment! Thank you again everyone who helped me along the way. Your help was invaluable to bring the game to where it is today.
Project Icarus Close to Release
You'll notice that Project Icarus got a makeover! While I've been focusing on the game play when making changes, I finally decided that it was time to update the graphic aspect of the game as well. This game got it's humble beginning on Board Game Geek's 24-hour contest. That's a solid chunk of 24 hours rather than 24 design hours. I finished the first version of the game in 7 hours (the most I could have in the 24 hours with my day job and a family), and ended up winning the contest! The next version of Project Icarus is nearing completion, but we still need to cross a few more t's and dot a few more i's. We're very excited where this game is at and know that it's because of the playtesters who have pushed this game to its limits that helped it get where it is today. We also have some surprises in regards to the game. We're hoping to have a Tabletop Simulator version of the game and a trailer done within the next week!
Deliveries on Track v.0.7 is Released!
Deliveries on Track v.0.7 has been released! This version features single player, a new catch up mechanic called "Full Steam Ahead" and player reference cards for quick reference when playing. A few rules have been reworded as well so everyone can hopefully understand them better. Download it for free from our website today!
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!