Playtest Dublin 2

boardgame prototype, playtest, Playtest Dublin

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Prototype Dublin 2 took place in August 29th, once again in KC Peaches, Dame Street.  This time we had more designers, more players and more games! Nine games showed up, seven games were played, and a couple more than once.

After a couple games enough people had arrive that we could split up and play three games at once. I’m glad because more games were played, even if I didn’t get to play them all!

As for my games, Sinking and Agent Decker hit the table. Decker hasn’t changed since it was submitted to the contest but Andrew wanted to try it out.

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Agent Deegan beat the game but he didn’t like the Hawk one bit.

I updated Sinking with feedback from the previous playtest, but will write a proper post to talk about those. All I’m going to say is that it steered the game in the right direction!

Can’t wait for the next one.

Playtest Dublin

boardgame prototype, playtest, Playtest Dublin

 

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A month ago (July 25th) Dublin’s first meetup for boardgame prototypes was born! Organized by Colum Higgins, Playtest Dublin was a joyful afternoon full of laughter and good ideas.

The venue was KC Peaches in Dame Street, central enough so everyone can reach it. They provided a room where we could hang around comfortably and play for hours.

Eight people showed up and seven games were played, followed by a healthy discussion on what was good and what could be improved. The games covered a big range of genres from drafting to blind bidding to a social experiment that didn’t require any components at all.

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The meetup went so well it kept going past its planned closing time and everyone asked for it to become a regular event. The second meetup is going to take place in a couple of days (August 29th) and I can’t wait!

Thank you for getting the ball rolling Colum!

My first official review!

Agent Decker, boardgame, boardgame prototype, competition, media

Geekdad

During the development of Agent Decker there were a lot of personal achievements:

  • first time participating in a game design competition
  • first time releasing a game this early in development, and iterating based on that feedback
  • first time releasing a game as a print and play
  • first time having fan made digital versions of a game

Today I got my first official review! Will James from Geekdad printed his own and had really nice things to say about it. You can read it here.

It made my day!

Agent Decker – Contest Release!

Agent Decker, boardgame prototype, competition, media

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After a week for rules clarifications and typo corrections, Agent Decker was submitted to the 2015 Solitaire Print and Play Contest on BGG. In addition to the version with the simple graphics I was using, there is also a much prettier looking version which was made by Sara Mena!

Releasing a game for free is very rewarding, even in ways I hadn’t imagined. Getting good feedback is always cool, seeing online users spontaneously recommend my game to other users was new thrill, but nothing would prepare me for what came next:

Fans made their own digital adaptations of Agent Decker!

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BGG user Chad Mestdagh created a digital version of Agent Decker in VASSAL, a tool where you can create and play boardgames. You can get it here.

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Steam user mew AKCat created a digital version of Agent Decker in Tabletop Simulator. You can get it here.

This blew me away. I had never had such demonstrations of love for any of my side projects, and it really motivated me to keep going.

What’s next for Agent Decker? The designers who participated in the contest will be playing each other’s games over the next thirty days. After that they’ll vote and one game will be crowned the winner! I have been following the other games but didn’t get a chance to play them, so I’l looking forward to that.

No matter what the winner is, having another finished game is a victory for me, especially one that I can hand out for free.

I’d like to print a few copies with professional quality so I’m scouting around the several websites that do print on demand. Some players mentioned that they’d like one of those, so we’ll see!

As always, you can get Agent Decker here for free.

Humor in boardgames

game design

Recently Shut Up and Sit Down published a review of Cards Against Humanity which stirred up a lot of online discussion. After a couple of interesting conversations I was left wondering about humor in boardgames and how the designers approach games when they explicitly want to make the players laugh.

I’ve found most funny games seem to fit in one of these three categories:

 

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1 – Games with jokes

These seem to be the most common. The game does its best to make the players laugh using jokes on the cards and/or funny illustrations. It can leave a good impression IF the players find it funny.

With repeated plays the players will see the entirety of the game’s content. More often than not the humor will fade away and the players will only keep playing if there is a good game underneath the jokes.

 

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2 – Games that include humor in their design

This is unusual, but always a treat. The humor is built right onto the rules set of the game. This one is easier to explain with an example, so here we go:

“Village” is a worker placement game with a twist. There are several generations of workers. As time advances in the game the earlier generations start dying and they go on the Village’s Book of Deeds, which earns you some points. When the book is full, they go to (worthless) unmarked graves. So early on you start planning your strategy to get the most of your workers and kill them in the right place, at the right time. Sometimes, to get the last spot in the book you can even rush the passage of time to make sure the worker dies before someone else’s.

This is such an integral part of the game, you can’t ignore it if you want to win.

 

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3 – Games that let the players be funny

These games can be the funniest of all, and usually they don’t even have any jokes in them!

How can that be?

Well, it’s up to the players! These games are light on rules, but give the players just enough ingredients to create hilarious situations. The humor comes from the interactions between people, and often from misunderstandings.

Every time you play you get a different outcome because the game is just a vehicle for genuine, human and comical moments. The replay value on these is through the roof and the games create very memorable situations because they were so spontaneous.

 

Of course there are also games that are unintentionally funny, but I’m only looking at this through the lens of a game designer that wants to make a funny game. This could even be the theme of a future article.

 

Just as humor is subjective, so are these categories. Your favorite might not line up with mine and that’s totally fine as long as you have fun!

What’s your favorite funny game?

I admit it, I was really surprised to find out that the funniest game I’ve ever played doesn’t include a single joke! I’ve never played a bad game of Telestrations, so if you get the chance please give it a go!

Agent Decker v0002 is out!

Agent Decker, boardgame prototype, competition

decker-web

The new version is out and brings new challenges:

  • Mixed Costs: These costs are very high, but you can use any combination of Fighting and Stealth to pay for them.  This is my attempt to fix those situations where you only had the wrong currency for every card in line. Watch out for the revamped Mission 4!
  • Rebalance: I’ve been getting a lot of feedback on and offline, and updated several cards to make the game flow better – and remove some exploits!
  • Difficulty: After playing it for a while it became pretty hard to judge the game’s difficulty. I didn’t find it hard, but I knew every single card so I could plan differently. I had to get the game out there to hear it from the player’s mouth, a fresh different point of view. Turns out most people finished the whole campaign on their first attempt, which might leave them with a first impression that the game is too easy. Why would they ever come back?  The game is now harder! The question is… is it too hard now?

You can get it for free here!

Agent Decker video tutorial

Agent Decker, boardgame, boardgame prototype, competition

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One of the toughest parts of board game development is writing the rulebook. You know the game so well, it’s hard to put yourself in the shoes of someone who’s never seen it before.

I have done this a couple times before, but the rulebooks were more a personal reminder for me than a learning aid for a new player. My games haven’t traveled that much without me, so I’m usually there to teach the players and answer any questions they might have.

This time I wanted to release the game online during the contest so the other contestants could give feedback on it, but I was faced with a problem: I’m not there to teach them the game!

I wrote the rules as clear as I could. I answer every question I get and update the rules document where it’s unclear. Still, the setup can be tricky and there are a lot of moving parts.

…so now you can learn Agent Decker using this handy tutorial video!

Have fun!

Agent Decker: One week later

Agent Decker, boardgame, boardgame prototype, event, playtest

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A very important thing happened one week ago. International Tabletop day was a worldwide celebration of boardgames that is celebrated in the best possible way: by playing!

It was also the day I published Agent Decker online.

First I thought of simply sharing a dropbox link but ended up hosting it on itch.io because it’s quick to put together, gives me a nice landing page and allows me to track views, downloads, and where they come from. Behold!

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First I spread the link on Twitter, Facebook and BGG, and got a moderate response. The next day I was out so I just let it spread naturally. See that massive spike on the next day? That’s Reddit.

Given the fact it’s a game for one player only, I wondered how many people would care to download it. It’s been downloaded 496 times so far!

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It was fun to take part in a mini-interview, which you can read here. BGG user Morten Pedersen is interviewing all the designers in the competition who have released the components online, and the posts are well worth reading!

What’s next? Now I’m gathering feedback about the game, especially about the rulebook! This is the first time I’m really doing a blind playtest, which means I can’t be there to teach the players how to play and answer any questions they might have. I’ve made some quick sneaky changes to make it more clear, but it can be hard to reach the people who have already downloaded it.

There’s still a lot to do, but the motivation that came from seeing the player’s reactions and suggestions can’t be overstated.

Releasing games for free is a lot of fun!

iDIG Music Festival

Agent Decker, boardgame prototype, competition, Contactics, event, Multiuniversum, Pizza-go-round, Sinking

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I spent the end of last week at the iDIG Music Festival showing my games to the visitors! I was surrounded by irish game developers showing their awesome games, and my boardgames stood out due to how different they were.

A lot of people wanted to know more about them, and some even sat down to play after asking how they worked! Agent Decker was the one that got played the most, mainly because nobody had heard about solo games and I could help them rather than compete against them.

I quickly put together a digital version for the show, and two players managed to complete it!

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The main goal was to have a version which looked a bit better than my scribbles on paper, and figure out how much room there will be for proper art later on. It worked pretty well!

It was my first time showing games at an event, so I didn’t know what to expect. A word of advice: if you’re presenting at an event bring some eucalyptus drops! If you’re lucky people will check your games out and ask about them, so you’ll be talking constantly and the voice will start to go away.

Time to write the Agent Decker manual so I can publish it online!

 

Let’s try this again!

Agent Decker, boardgame prototype, competition

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New Agent Decker prototype!

After some good feedback and struggling with serious balancing issues I couldn’t really solve, I decided the best thing would be to go back to the drawing board, so this week I restarted the game.

The biggest change is the mission sequence. Initially there was none of that. The player would draw a goal to complete during that mission, or even raise the difficulty by drawing more than one. I liked that concept because it would add replayability without adding new cards. If you felt you were getting better at the game you could create new challenges for yourself.

All the “Obstacle cards” (the ones you can buy) were shuffled in a single deck and six of them were placed in the center of the table. Every turn some cards leave the line and new ones come in. That means some cards need to be “affordable” at the start of the game and a lot of them need to be more expensive, because later in the game your deck is so much better.

The thing is, the cheap cards might not show up at the start, which can lead to a few really frustrating turns.

Games like Ascension or Star Realms solve this by having static piles of “upgrade” cards which you can purchase independently from the central market. I had those at the start as well, but they never felt “right” to me because of the theme. You are walking past stuff in the enemy complex, so how come these things were always at an arm’s reach?

Then, there was a really good surprise! The players always wanted to keep playing after completing the first mission. I started thinking how to achieve this without becoming monotonous and that lead to…

REDESIGN!

  • Story! Now the game has five missions you can play in a sequence. Every time you finish a mission you get a reward, and some horrible new cards are added to the obstacles deck.
  • Changing rules! That even allows me to change the rules mid-game, as a reward!
  • Layout! No more upside down cards. You really need to consider both halves of the cards every turn, so having them upside down can be really confusing for the player.
    Also, I’m including notes or symbols to make setup and teardown easier.
  • Highscore! Another cool thing this mission sequence brings is the possibility of a highscore! It’s pretty simple. Add up the alarm you had at the end of each mission, and that is your score! …but don’t forget! You want a low number here.

Next up, a digital version so you can try it out!