and Joshua Buergel
Last week we announced that we wouldn't have Stretch Goals for Hocus. The Kickstarter will go live June 25 and everything that will come in the box will be there from the start. You can read about this decision here.
I find myself greatly drawn to the notion of humorous games lately. More specifically, designing games that are legitimately funny for those playing them. I don't mean games like Apples to Apples, or Bad Medicine, or Cards Against Humanity that are intended to be funny party games.
Yesterday I posted about Stretch Goals and why we won't be using them for Hocus. The result was somewhat predictable and somewhat surprising.
Jamey Stegmaier, the guy who is publishing a book on Kickstarter, thinks we're making the wrong decision.
and Joshua Buergel
A large part of our efforts the past year, beyond designing and developing Hocus, have been spent figuring out how we want to conduct business. For our first game, we’ve decided to use Kickstarter.
Editor's Note: I recently watched both Mad Max and the sequel, The Road Warrior, for a few reasons. For one, my favorite comedian, Patton Oswalt, references it all the time. Secondly, I saw the trailer for Fury Road.
The 1st Leshy Sketch
Tiffany Turrill is the illustrator for Hocus. We've only worked with her for a few months, but she is so essential to the quality of the game, the experience, and our happiness that we wanted to sit down to talk to her about her process, her work, and Texan fast food chains.
The images in this post were taken by me using my copy of Merchants and Marauders and the Sails of Glory expansion.
Last night we played Merchants and Marauders for the fourth time. We tossed in the new Sails of Glory expansion, or at least about half of the modules from this.
Balancing a game is arguably the most difficult and time consuming phase of design. When refining the mechanisms and trying to reach an Alpha and Beta state, you can grab new testers, test once, and gather the data you need to progress.
Earlier this week, I played Columbia Games' Napoleon: The Waterloo Campaign, 1815. This is an old, classic war game design, with blocks to allow for fog of war, rather elegant mechanisms with a few key exceptions, and lots of dice rolling.
I have some thoughts on branding, naming, and pitching your game to others that have been culminating for some time. Though this is a specific case study, I think what I've learned here will apply to your project as well, so give this a read and tell me what you think.