SUPERHOT: THE CARD GAME – DESIGNER DIARY 2

boardgame, boardgame prototype, designer tips, game design, Superhot

In the last post I wrote about the time flow, one of the main mechanics that bring SUPERHOT to life in the card game. Now let’s talk about the glue that holds it together: the bullets!

Bullets are an ever present threat in the original videogame. Pick any random moment in the game and the odds are you’re reacting to a swarm of bullets flying in your direction. If a single one hits it’s game over and you have to replay the level.

What can you do?

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The most intuitive solution is to dodge, but you must be careful. Time advances with every step you take and dodging a bullet can mean three others just got closer.

Time goes hand in hand with the bullets, but how do they work in the card game?

At the end of the turn the enemies in the Line will shoot. These bullets will go to the objectives discard pile. That’s right! The bullets don’t go straight to the Line. Just like the original videogame, you have some time to deal with bullets from distant enemies before they come back to haunt you.

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When the obstacles deck runs out you shuffle their discard pile to form the new one and from this point onward bullets will sneak into the Line.

If a bullet leaves the line it will go straight into your hand – and stay there. This is a big problem because it has no use, takes up space and blocks you from drawing new cards at the end of the turn. If you get hit by four it’s game over!

superhot2

You might notice it takes four bullets to die when in the videogame one is enough. This is where I had to bend the rules. In the videogame you push a button and the level instantly resets. In a second you’re back in the action. In the card game you would have to separate the cards and go through the setup again. Three minutes, maybe?

That’s too much. It’s punishing and it makes the players dwell on their mistakes rather than give them the will to try again. Making the bullets a growing hindrance instead of the end game also let me bring a key aspect from the videogame, but I can’t mention it without spoiling!

SUPERHOT: The Card Game is coming to Kickstarter very soon. The campaign preview is already up, and I’d love to hear your feedback!

SUPERHOT: The Card Game – Designer Diary 1

boardgame, boardgame prototype, designer tips, game design, Superhot

SUPERHOT is a first person shooter in which time only moves when you do.

I’d like to tell you how I brought that core mechanic to SUPERHOT: The Card Game.

If you look at it closely, SUPERHOT is pretty much turnbased already. The super slow motion gives you time to look around and plan your next move, and the choice of when to speed it up is in your hands.

The mechanics in SUPERHOT: The Card Game are based on Agent Decker, whose core systems are deckbuilding and mission progression. The main thing that didn’t fit the theme was the Alarm, which is the main threat and the source of the hardest decisions.

This was the perfect time to bring in SUPERHOT’s core concept: “Time moves only when you do”.

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At the center of the table there’s a line of six cards. They represent where you are, what you see and which enemies are there. Using the cards in your hand you can destroy or knock them out, changing the line.

In the following example you have used two cards from your hand. This means the last two cards in the line will be discarded at the end of the turn.

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The remaining cards will scroll to the right and the line will refill back up to six cards.

It’s up to you. Use one card and the line barely moves. Use your whole hand and it can change radically. Time moves only when you move.

This change worked in both a mechanic and thematic sense but without the Alarm we needed a new source of tension. Something to make the players think twice about scrolling the line at maximum speed. Something that is coming in your direction.

I’ve got just the thing: bullets!

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The final piece of this puzzle creates interesting dilemmas, which I’ll cover in the next article.

SUPERHOT: The Card Game is coming to Kickstarter very soon. You can stay up to date by subscribing to the newsletter.

Lots of news!

Agent Decker, boardgame, boardgame prototype, crowdfunding, event, Multiuniversum, Project Cthulhu, Superhot

project_cthulhu

A lot has happened since my latest post. Let’s do a quick recap, shall we?

Multiuniversum – Project: Cthulhu’s Kickstarter campaign was very successful. We asked for $7000 but our backers contributed close to $19.500 USD, funding it 278%!

Shortly thereafter it was printed and shipped to Essen Spiel, where it was officially released.

Last year I went to Essen for the first time and spent four days pitching my games to publishers. This time I was there to demo my first published game! For three whole days I taught the game to as many visitors as I could.

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Photo by BGG user Jakub Niedźwiedź

I have a lot of respect for anyone who’s demoing. The halls are very loud and you have to be even louder, but without sounding like you’re shouting! My voice held on during the first day, but by the end of the third I could barely speak. My advice? Drink plenty of water.

My demoing gig was cut short due to Multiuniversum and the expansion selling out! It was extremely rewarding, and it gave me the chance to see the other halls and say “Hi!” to friends.

After Spiel there have been a lot of new reviews and at the moment Multiuniversum is currently on 2320 in the BGG Rank.

The next print run will feature the rules in Spanish as well. Muy Bueno!

Meanwhile my new project has been announced:

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SUPERHOT The Card Game is an adaptation of the popular videogame SUPERHOT. Its core mechanics are based on Agent Decker plus the concept of “Time moves when you do”! As a big fan of the videogame I’m doing my best to do it justice.

Speaking of Agent Decker, both the game and the rulebook have been updated for clarity and consistency due to player feedback. You can download it here.

Multiuniversum: Project Cthulhu

boardgame, crowdfunding, Multiuniversum, Project Cthulhu

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The stars are right and you know what that means! Yes, our scientists have opened a portal to R’lyeh and bad stuff is coming through.

The first expansion for Multiuniversum is on Kickstarter right now! If you enjoy the base game this is a nice way to bring in a different flavor, a new set of portals and a twist in the mechanics. If you don’t have it there are tiers in which you can get it along with the expansion!

This is a major milestone for me and I’d love you to be a part of it. Even just sharing this link can make a big difference. Let’s go!

 

Multiuniversum at UK Games Expo 2016

Arcádia, boardgame, boardgame prototype, event, Multiuniversum

MU_box

It’s real! As of this June 3rd, Multiuniversum is officially released.

Off to a bumpy start, my flight was delayed so I only got to the event after most of it had closed for the day, leaving only the open play rooms. I was trying to find Board & Dice (B&D) to see how the final production copies had turned out. They kept me up to date with photos and videos, but I hadn’t seen a production copy in person.

Before I found them I noticed a family sitting at a table with a familiar box. They had done the setup and were reading through the rulebook, getting ready to play the game I had been working on for years. I wanted to say hello, maybe even teach them how to play but then it dawned on me that I have no idea what the etiquette for this type of situation was.

I paced around the table, got my phone out to take a photo and realized I had no signal. How can I arrange to meet if we can’t communicate? I went outside.

After meeting B&D and showing them around the open play rooms, we noticed the family had finished the game and were adding up the final scores. This time we said hi, talked to them for a bit and they asked me to sign their copy!

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Not just any copy. The first production copy I ever saw.

It was pretty unbelievable.

We kept playing it most of the night, and it was a lot of fun seeing players look through the crazy universe illustrations for the first time. The angry gummy bear was clearly the most popular one.

When the players recognized the game I wondered where they had seen it before, and the answer was unanimous: Rahdo’s runthrough. Thank you Rahdo!

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I spent the most part of the next two days demoing the game, teaching and playing it with everyone who popped by the booth. The response was very positive. Most players bought a copy after the game was over and some even came back for an autograph!

Most people just asked for a signature, others asked for a note and one player even asked for a thematically-appropriate joke. Cheers to Robin David, who saw that picture of me signing a copy and brought me a much better pen from Ireland the next day!

During the night I saw the game being played all over the open play rooms, an amazing feeling after working on it for so long.

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It seems word got around and by the end of Sunday it sold out!

All 400 copies.

Thank you everyone! But especially:

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Multiuniversum release!

boardgame, boardgame prototype, Carousel, event, Multiuniversum

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Are you going to UK Games Expo? I am. Couldn’t miss the release of my first card game: Multiuniversum!

If you’re going to the event why don’t you come over to Board & Dice’s booth and check it out? When I’m hanging around I’ll teach you how to play and even lose graciously.

Meanwhile Multiuniversum is popping up all over the boardgame social media. There are a several reviews in Polish already (thank you Google Translate!).

Uplift Andrew assembled a print-and-play copy and took awesome photos, like the photo in the header and  these other great photos!

Then it got into the Top Hotness in BGG:

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Then Rahdo did a runthrough!

This is a big milestone for me, I love Rahdo’s videos so this feels like having a cameo on my favorite TV show.

Dice Tower mentioned it in the UKGE Preview video (at around 10:00). The art got their attention, now we just need to get them to play it. It’s a pity Zee Garcia isn’t coming with them because I believe he would like it the most.

This has been a long time coming. The first post about it is from 13 March 2012 – four years ago! It’s been through many iterations, a few themes, three countries and three loyal playtest groups. All because I stumbled around a mechanic which I hadn’t yet seen in a game and found it intriguing.

I learned a lot, and I can’t wait to hold a final production copy in my hands.

Come share that moment with me, this weekend in Birmingham!

Don’t wake the dragon!

boardgame, boardgame prototype, competition, Don't wake the dragon

DWTD_header

“Don’t wake the dragon” is a dexterity game created in a day for GameCraft UnPlugged at Pulse College. The theme and restrictions were:

  • Fairy Tale
  • 2 players
  • 3 rounds

I had a backpack filled with standard game components (cards, sleeves, dice) to allow me to adapt to any theme, but wouldn’t it be fun to make something different from the rest of my portfolio? That means cards, cubes and dice are out!

What else is there?

The first thing was to play with them. Stacking them, throwing them at each other.

…hey, turns out they’re thick enough to flick around!

That’s a mechanic I really enjoy. It reminds me of playing marbles as a kid, and it’s so self-explanatory when you see it in action. The laws of physics do most of the work, creating interesting situations and choices without adding rules and exceptions.

In the game your command your soldiers to steal from a dragon who’s asleep on top of a pile of gold.

To do so you order(flick) your group of soldiers (blue or red disks) to steal gold coins (white and orange) from the dragon (black disk). If you take coins out of the arena they’re yours, but as soon as the dragon touches the table it wakes up! Game over. Not only that, but the dragon steals back your most valuable coins!

The level layout is just the beginning, and it changes as players take their turns. Coins fall from the tower and litter the arena, so you don’t always have to shoot for the tower. If a soldier leaves the arena (either you miss or someone pushes you out) then it stays out for that round.

You add up your coins for the level and proceed to the next one. At the end of three levels the player with the highest total wins!

With the simple components there was no need to create anything other than the game’s rules, so there was plenty of time to playtest.

Brainstorming (“playstorming”?) the levels with Sara was excellent. Build something, play it. Is it fun? Keep it! Not fun? Why? Edit the level. Test it out. Repeat.

In the end we got three different levels which presented the players with different challenges.

There was even some time to write a rulebook!  Not sure it was necessary, but it was good practice.

Did the players like it?

Yes they did!

It was the most relaxing game jam I was a part of so far, and picking a game I could finish comfortably in the available time was certainly a big part of it.

You can see the other games (and the winning entry!) at their official Storify!

A podcast and an interview!

Agent Decker, boardgame, boardgame prototype, competition, media

pnpcast

The Print ‘n Play Cast took a look at two games from the BGG Solo Contest: Austerity and Agent Decker! The whole podcast is well worth listening, but if you want to skip straight to the rules for Decker jump to 14:20 and if you want to listen to the review go to 24:22. They really liked it!

You can listen to it here.

 

nodontdie

Earlier in the year I was interviewed by David Wolinsky for “No don’t die”.

You can read it here.

It’s a long form interview about my experience with videogame design, the industry and the media that surrounds it. It was a very enjoyable conversation and I’m pleased that it wasn’t cut down for publishing.

There are so many great interviews on the site already, but if you want to keep them coming I suggest you to support it via Patreon.

At ease, agent

Agent Decker, boardgame, boardgame prototype, competition

P1080170s

The results for the 2015 Solitaire Print and Play Contest have been revealed, and it seems they really liked Agent Decker:

2nd Best Overall Game

1st – Best Medium Game
1st – Best New Designer
1st – Best Game with No Board
2nd – Best Greyscale Game
2nd – Best Written Rules
3rd – Best Hotel Game
4th – Most Innovative Mechanic
4th – Most Thematic Game
5th – Best Artwork

You can check the full list here. There are really good games and cool new concepts submitted to the competition, well worth playing.

As always, you can download the game for free here.

What a crazy year it has been so far! The design for Agent Decker started in January and since that time I’ve worked with three different videogame studios, gave my first lecture to game design students (which feels odd since I never got to be one), went to GDC for the first time and had the prototype with me while I met so many of my heroes. Recently I helped to start a local meetup where boardgame designers can bring their prototypes and get useful feedback.

Now i can finally correct that last typo in the rules that escaped every check before the submission.

And then, my first Essen Spiel! Can’t wait to pitch my games to publishers. My dream of publishing a board game feels closer now.

Wish me luck!

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!