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.

Agent Decker v0002 is out!

Agent Decker, boardgame prototype, competition

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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!

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!

Agent Decker

Agent Decker, boardgame prototype, competition

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Agent Decker is a mission-based deckbuilding game for one player where you’ll acquire gear and skills by facing obstacles. The alarm raises every turn, so you must pick who you take out. Do you go for the cool weapon, or take out the security camera?

You’re a rookie spy straight out of spy school, and the yellow deck of cards represents what you can do: Punch or Hide.  These are the base cards of each of the game’s two currencies, Violence and Stealth.

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As you defeat obstacles you learn new skills and get gear. For example, you can defeat an Armed Guard

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…to get a machine gun! That will give you four “Violence” when it appears again.

I’m developing it for the 2015 Solitaire Print and Play Contest on Boardgame Geek, so it will be available as a free print and play PDF when it’s done. For now there’s only the handwritten paper prototype, but soon there will be a prototype version you can test. It’s the first time I’m letting the internet play one of my games before it’s finished, so I’m pretty excited (as well as terrified)!

I’ll post about the game’s design and progresses here, but the best place to follow every step of the development as well as player feedback is at Agent Decker’s WIP thread.

“Don’t Say!” at Global Gamecraft 5

boardgame, boardgame prototype, competition, Don't Say, Game Jam

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I went to Global Gamecraft 5 with a few mechanics I wanted to try. I just had to fit them to the theme, right? Wrong. When the theme was revealed (“Party Game”, or a game you could play at a party) I couldn’t use them, so I started from scratch.

It needed to cater to a big number of players (infinite, if possible!), and ideallly it would also be fun to watch. First, I played around with this idea of a game about cupids, and people trying to find their match by asking questions to the group. I liked the concept, but it sounded a bit too easy and fast to play.

I wanted the game to be different from the other games I had made so far, and I wanted people to interact with each other in a genuine way – not because the rules say so. In all the party games I know, the ones that involve drawing are always a special kind of fun. Everyone interprets the drawings in a different way, and often be hilariously wrong.

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So this is what I came up with: a player gets a card with a surreal image and must describe it to the others, who must draw it as best they can before the time runs out. There are two words the player can’t use while describing them, (and they’re pretty obvious!), or he’ll lose points. After the timer ends, players hand their custom notebooks to other players and everyone’s drawings will be rated for accuracy. The one describing is rated too! In the next round, another player will be describing, and everyone else draws.

The best thing is: you don’t need to know how to draw! You get points by having the right elements in the right place, now how they look.

I couldn’t play it myself because I had made the illustrations which were being described, but these playtests were a lot of fun to watch.

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I won’t be developing this one further because it draws a lot from two other games: Identik and Taboo. Still, it was a great experience and the players loved it too.

Thank you all who played it! I look forward to the next 8 hour jam.

Dublin Gamecraft – Unplugged

boardgame prototype, competition, Game Jam, Grow your own Adventure

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I spent last Sunday afternoon surrounded by fellow creatives at Dublin Gamecraft Unplugged. We had about 4h30m to make an analog game. Yep, that’s right! No videogames this time.

The theme was “Grow Your Own”.

I knew we didn’t have much time or materials but I wanted to make something different. A simple adventure game that physically grows as you play. I ended up with “Grow your own Adventure”: an interactive story where you follow a line, choose your path and your choices alter what comes next.

I started folding to see what I could do with one sheet, and accidentally got to this.  Twice! If you had asked me to teach this to you I couldn’t remember how to, but muscle memory brought it back.

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I kept folding and realized you can make very interesting “page turns” from just a single cut in the middle of the sheet. It allows you to hide surprises but, most importantly, make choices that change the layout.

I started drawing a line and improvising. Taking notes, seeing how far I could go with it and how many “faces” I would be able to write on.

In the end, I got to something I’m very proud of. It’s an interactive story system you can fit in your pocket. Your choices change it, so there’s some replayability. It comes from a single page, which makes it possible to distribute as PDFs.

You can see the other projects 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.