iDIG Music Festival

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


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!


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!


Contactics is now available for download!

boardgame prototype, Contactics


Here it is!

Now you can get the print-ready files for Contactics! It is available as a “pay what you want” download. Every little bit helps to fuel my next games!

It is distributed under a Creative Commons BY-NC-SA 4.0 license, which means you can use and remix the game for free, but you can’t sell it without permission.

Have fun!

Contactics – part 2: Bringing the game to the players

boardgame prototype, Contactics, event

Without a player, there is no game. Following up on my last article, here’s how I brought my game to the players.


Other than the #Contactics hashtag and posting the game on Twitter, Facebook and Reddit, I didn’t have any plans for its distribution.

“I’ll improvise. It will be fun!”

The official twitter account for Rezzed was talking about all the cool games that would be playable on the show floor, and I mentioned mine. People asked for copies, so I made sure to meet these people and hand them some.

I didn’t want to take the game developer’s hard earned space, so I placed some cards around the food hall and tweeted about it.


There were so many Nintendo 3DS consoles around, I changed my Streetpass greeting to mention the game!

It was a great chance to meet game developers I admire: Rami Ismail (Vlambeer), Mike Bithell (Thomas Was Alone), Dean Hall (DayZ), Ed Stern (Splash Damage), Paul Dean (Shut Up & Sit Down), Team 17, Creative Assembly, Destructoid and Boneloaf to name a few!

I handed each a copy and their faces lit up once they realized what it was!

“I brought home invaluable amounts of motivation.”

GAMASUTRA: THE first article

After coming back, I published my first article on Gamasutra. It got featured, and stayed on the front page for two days! The readers shared it, which lead to the game popping up in a lot of websites.

If anyone mentioned the game on twitter, I thanked them!


This was a big milestone for me. Having learned a lot from reading articles on Gamasutra over the years, it was my chance to help other aspiring game designers.


Next up, I brought it to the first MCM Dublin Comic Con!


Canada Photo Convention

I left the coolest one for last! One of the organizers for the Canada Photo Convention saw my game online and thought it would be a great way to break the ice and get people networking.


She asked me for some adjustments to better suit photographer’s business cards, I looked up Creative Commons and, starting from April 22, the game will be at Canada Photo Convention 2014!

“Suddenly I have players on the other side of the world!”

Better yet: every person who registers will get a copy of the game and the one who collects the most business cards during the event will get a prize!

Designing the game is just the start. Don’t overlook the marketing aspect! Without a player there is no game.

Contactics – part 1: Game Design

boardgame prototype, Contactics, event


I needed a business card.

Soon after booking my tickets to EGX Rezzed I realized there were only a few old cards left. While I could just print more of those, they felt outdated. They were made three years ago and they represent a very different phase of my life.

“Could I fit a game there?”

It was not the first time I had poked around the idea of handing out a game as a business card. I remember checking the prices for printing Carousel to give at events, but the printers would only accept orders of large quantities and that made it very expensive and cumbersome to carry around. Worse of all, if it was cumbersome to the person I was handing it to, that would have ruined that first impression.

I wanted a simple game, which would not take long to learn but dynamic enough to provide different playthroughs. I wanted to prove it was possible.

The following were the main design issues, and how I solved them:

Design issue 1: Components

What will the players play with? Can the game be in the card itself? Sure, it could be a crossword puzzle which would reveal one of my contacts when complete, but that wouldn’t be that original and, frankly, it could turn out boring. It would also require some work from the person, and I didn’t want to create an obstacle.

Then I thought of using coins, but this idea was short lived. Even if they were used as tokens, I didn’t want money to be a part of this. Also, it would be too easy for the player’s coins to get mixed, and that could lead to heated arguments.

“What will the developers carry with them at all times? Smartphone? Keys? Wallet?”

Then it dawned on me. Business cards! Just like me, the other developers will be networking. Some might be looking for publishers or teammates, and they will be handing out their cards to promote themselves and their games.

My card only needed to provide the rules for you to play, and the cards you collected would form your deck. It fits the networking theme. Better yet, if the winner got one card from the player, it can even facilitate it!

Design issue 2: Whose cards are they?

I couldn’t expect each player’s deck to have a unique look, so I used the card’s orientation to define that. One player pays their card in portrait and the other in landscape.


Design issue 3: Filtering types of cards

The cards can have so many shapes and sizes but I had to find a way to make them all fit. My solution was to create a system which would filter them into categories. You go down a list of features and you stop once one matches. Each category would have its own special property, which would take effect when you played it.

Initially I had a lot of categories, but I realized it could be really boring to go through the list, especially when learning how to play. The size of the card was also a factor which contributed to having only three (and an “other” category for unpredictable ones that don’t fit the list).

Design issue 4: Balance

I couldn’t really predict the shapes and features of cards people would be handing out. I made a rough estimate by looking back at the cards I had been given at such events and from print shop prices. Even if these estimates were right, I had absolutely no way to predict which ones the people would have with them at the moment, so I left that open.

This turned out to be a good decision, because that brought deck building to the game! It gave the reward some appeal, and a great excuse to play more than once as your deck improves.

Design issue 5: Fitting everything into the card

I wrote the rules down and instantly noticed they were a lot longer than I could fit on a card. I started searching out for alternatives (like foldable cards, which would give me four faces instead of two), but Sara Mena quickly mocked up a couple layouts which proved me it was possible. I then simplified the text and used icons to convey mechanics, making it more appealing.

“When it was done, I had more than a card. I had a fresh idea.”

This card represents what I like to do the most, and it was built around a solid core concept: More than just having ideas, I can develop them, use the limitations in place and work with what you have.

It’s exactly the first impression I wanted to convey!

Stay tuned for part 2, where I talk about how I released Contactics.