Finding an audience

Carousel, Multiuniversum

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The latest feedback Carousel got from a very influential partner was that it was too complex for a casual player but too simple for a hardcore one. They weren’t interested in a filler game for a hardcore player.

Among my playtesters are several hardcore gamers who like to play it inbetween much longer games. It’s a puzzle, a braintease where you have interesting choices in every turn. It’s also a race, so it doesn’t drag for too long.

I didn’t develop the game with a target audience in mind because I didn’t intend to sell it. I just found an underused mechanic and had fun with it until I had something original. As soon as I noticed interest on it I started pursuing it. Times are rough and publishing a filler game for a hardcore audience could be risky at the moment.

This means I’m no longer working with Mesaboardgames on this project. I really liked working with them though, and would certainly do so again now that I know what type of game they’re looking for.

What’s next? I’ll be talking to other publishers, having fun with other themes and looking at other ways of putting it out there. Suggestions welcome!

Design isn’t over until release, right?

Carousel, Multiuniversum

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Good news everyone! Carousel got picked by a publisher! I’ve been working with Mesaboardgames to make it as good as it possibly can.

There have been some radical changes, but the core remains intact. It’s still about combining and getting the most of those pesky action cards.

First off, the theme. I tried a simple one because it made it easier to explain. You’re a postman and you’re delivering packages across several locatoins. I believe that made talking to publishers a lot more fluid, and good ideas sprang from there.

Second, the coin tokens became envelopes. It’s now harder to guess the other player’s score just by looking at their stash. Suspense!

The biggest change og all though, was giving each player its van. There’s a lot less  upkeep and it allows you to plan your next moves on the other players’ turns.

After a couple radical changes it’s become a more interesting game, with added interaction and strategic depth. These changes need more testing, of course.

Next time I say something is finished, please ignore it. Carousel is still going round and round!

8 Ball Pool is out on iOS and Android

Anger of Stick 2, Anger of Stick 3, Minipets, Pool by Miniclip, Robot Rage

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You know that flat, square thing in your pocket? You can now play Pool on it! It’s now out on iOS and Android and it’s pretty neat.

At 6 months long this has been my biggest project at Miniclip so far, and a pretty ambitious one at that. Besides being our first online title for mobile, the original game already had a fanbase. The goal was to radically change it while keeping them happy.

The reviews and overall online buzz are pretty great! We currently have more than 12 million monthly online players across all versions, which is insane compared to my previous projects.

If you want to know more about 8 Ball Pool’s development, our Senior Producer wrote this cool post about it called “How our Flash game reached 18 million monthly players in two years”.

I’ve moved away from the project at the start of the year to work on other titles such as updating and localising Mini Pets, tweaking Anger of Stick 2 and 3 and helping the revamped Robot Rage, along with promising pitches for future games.

Stay tuned!

Pool by Miniclip revamp released!

Pool by Miniclip

Pool_1k

The new version of Pool was released earlier this month! I’ve been working on it for the past six months. It has a lot of new features including a level progression system, unlocks, ingame currency and tables with varied stakes – and unique cue awards!

The new features are explained in Miniclip’s blog: here and here.

It’s breaking studio records every day, and climbing facebook game charts. The number of daily active users went up to 1.300.00. There’s 92736 players online as I write this.

Players voted it Miniclip’s Game Of The Year.

New features will roll out the next months, and I can’t wait to see the player reaction. I’ve been playing it too, so come say “hi” if you see me.

If a year ago you’d told me about this I wouldn’t have believed you.

Carousel is done!

Arcádia, Carousel, Multiuniversum, playtest

The tips from the latest Arcádia meeting were spot-on. I took their suggestions, adapted them to the game and playtested them at home to save time. I made some changes to the icons and cards and added the coin tokens.

The Friday meeting was great. Every game got played. I thought there wouldn’t be time for mine because it was  getting so late but it got played at around 2am and everyone had a good time!

Wrote some notes down, tweaked some elements and now I feel like it’s done. I don’t see a single thing I want to change.

What’s next? Why, I’d like to publish it of course!

Carousel is evolving!

Arcádia, Carousel, Multiuniversum, playtest

First, it has colors now. Developing the icons in black and white helped to make them readable so players don’t just rely on the colors. After that was complete it was fairly quick to bring colors in. All the numbers are still there though, making it playable by the colorblind.

This experience taught me a lot about iconography and preparing editable files for inevitable changes in the future.

Second, Advance Mode has become standard because it’s much more rewarding. Players feel like they have a certain degree of control over the game’s more random parts.

Third, the new players at the latest Arcádia meeting said they wanted some more meaningful choices during the course of the game. They felt like their whole turn was useless if they didn’t score any new points. They also suggested adding coins to the game, which would be easy to get but aren’t worth that many points. Still, it is another way to increase your score if you don’t can’t deposit cards this turn.

I got some tokens, tried the game with these changes against myself. The game was so balanced that every test game ended up a tie. I started taking more thorough notes while playtesting to see which actions are the most useful.

Ended up with a new victory condition that makes the game much easier to learn, more tactical and, hopefully, fun! I’ll keep testing and bring back results.

Nintendo Post-E3 showcase 2012

event

Last week I had the chance to play on Nintendo’s upcoming Wii U.

The very first impression is that the controller is light, very responsive and comfortable to hold.  As for the console itself, it looks very much like a Wii with rounded corners and a longer backside.

The available games and tech demos show it has a lot of potential for original gameplay mechanics. Nintendo has a clear idea of where they want to go next, and it’s not just shinier versions of last year’s blockbuster games.

Panorama View is a 360º video that you can look around in, zoom and, in the case of the London tour, switch from night to day. It is very easy to see how this can be used for non-gaming applications but I couldn’t stop thinking that it’s the perfect platform for a new generation Pokémon Snap or even Beyond Good & Evil.

It is easy to imagine something like a roleplaying game where the one with the pad is the dungeon master, shaping the adventure for everyone else in the room. ZombiU‘s multiplayer allows you to play the “AI director”, creating obstacles for the other player as he goes along.

The asymmetrical side to the Wii U’s pad is what draws me to it. It brings a range of social interactions I had only found in board games. This allows for games that will bring people together, and I’d love to have a go at developing for it.

There were future 3DS games on display as well, and one completely took me by surprise: Luigi’s Mansion 2. It is polished, charming and I didn’t want to let go. I had never even played the first one but I jumped straight to ebay as soon as I got back home.

So what’s up with Carousel?

Arcádia, Carousel, Multiuniversum, playtest

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Carousel is doing great! The main reason I haven’t been posting about is because I have been working on it so much. I’ll try to resume what’s been going on:

Prototype 3: At the Arcadia meeting some unexpected big flaws showed up, which brought the game to an endless loop. The biggest problem was that getting all the factors right so you could play a number card was so unlikely that nobody was able to do it. Most of the numbers that can get you points show up as the game progresses so the game was locked at the very beginning.

This called for a major redesign.

Prototype 4: This time I went back and changed the number cards. Now there are only 8 single number cards which you can play at any time. There’s a new action that lets you take a number from the table to your hand, which allows you to control the time flow. Other new actions allow you to play the previous number or refresh your hand.

There are now five more action cards so the total is 54, and the actions were moved around so they appear the same number of times per number. Games took longer than expected and I saw some situations where people won almost accidentally. I certainly don’t want that!

The main flaw seemed to be the lack of purpose in player’s actions. Sure, you want to get five cards in the bank but you don’t know what numbers will give you that. You could be moving the arrow around so your opponent doesn’t get to the highest numbers but they may have a card that scores them a point in the lower ones so what you did was basically random.

I know just how I can fix that.

Prototype 5 (the one you see in the picture above): I took away the action that scores points from the action cards! Now the way to do so is to get to the “$” card on the timeline. This card is on the table tight from the start and provides a much clearer goal to everyone. You want to get there but you don’t want the other players to to so. Also, it’s easier to steal cards from the bank than to get there, which allows for some interesting turncoat player interaction. The players liked that so much they wanted a few more “$”.

This sounded cool but they couldn’t be permanent just like the initial “$”. These are one-time uses. You can take a number from the table to your hand, leaving the “$” where that number was. The first player to get them gets to store it in the bank. Brought four of those in, took four action cards away to compensate.

There was an action which allowed you to trade your hand with an opponent’s. That brought an interesting dynamic element: you could play your actions so you get one card only, use that action and get a whole new hand. The player gets your (empty) hand and in their turn they won’t be able to play. As a designer I certainly found that interesting, but it was a frustrating thing to suffer while playing.

Nuno Carreira liked the game mechanics so much that he suggested something new: Advanced Mode. Don’t let the name scare you off, the only thing that changes in the rules is the fact than you can play three cards per turn instead of just one! This allows you to control the random aspect of the game, making it a lot more satisfying and tactical. It can be played without changing anything about the current cards!

Prototype 6: These ones are intended for Ludopolis. I rearranged the action spreads for 40 cards and made two new versions. One looks just like the previous one but with more balanced actions and a slight change in wording.

The other looks entirely different, with a whole new layout and icons instead of text. This new version is language independent and makes it easier to show the other players across the table the action you’re using. I can’t wait to try it.

Also, Carousel now has a Boardgamegeek page which you can access by clicking here.

“Overpopulous” got 18th place!

competition, Game Jam, House of Brass, Ludum Dare, Overpopulous

“Overpopulous” got 18th place in Ludum Dare Jam 23, voted 10th most fun game and won the Coolness gold medal! This competition has been growing exponentially. On the first time there were 90 games in the Jam, then 174 and now 330. Added to the compo entries that makes a flabbergasting 1402 games!

Here is the list of the top 25.  This time I judged a mix of games from both the compo and the Jam and some of my favorites were azurenimbus’ elegant “Microscopia”, Draknek’s “Dr. Biology’s Educational Game” and 01101101’s eyecandylicious “Exposed”. Also, brackcurly’s “it’s a tab” is a very fresh concept you should see for yourself!

This time I noticed a lot of the top ranked games had nothing to do with the competition’s theme. In my opinion, that is the biggest constraint and the only way to gauge if the team made their game fair and square. Without that what stops me from starting to work on a game right now and deliver it when the next competition ends, three months from now?

In other news…

Rejoice! On the 21st of May Fantastic Creations: House of Brass (Mac) reached 1st place in BigFishGames’ Top downloads list, dethroning their own Mystery Case Files: Escape From Ravenhearst! PC version reached 2nd place and both are still getting really good reviews.