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Don’t Beat Yourself Up for Taking a Break
Two weeks ago, I just had my first round of playtests with other people. I got a lot of good feedback that I want to incorporate into the game before I pick up the pace on playtests. But I’ve barely touched my game in a week. Why? I’ve got a lot going on in my…
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Insights From My First Playtest With Other People
My game is finally at a place where I can put it under people’s noses and have them play. I still have a lot of work to do in terms of player experience, balance, and sharpening of the theme. The feedback that I’ve garnered from my first couple of playtests with people who aren’t me…
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My (Kinda) Official Prototype is Ready to Play!
I’ve been working hard to produce a more professional-looking prototype. I don’t have theme, artwork, or design finalized—but I still wanted a decent game to put in front of strangers and playtest. Let me briefly explain my assets: Cards (Tarot Sized) Mats (Letter Sized Paper) Count markers (10mm wooden cubes) Player pieces (Meeple) Coins (Spanish…
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Think About Your Game Thematically
I’m working around the clock to get my first prototype ready, so this is going to be a short one! Thank god Most people would argue that mechanics are the most important aspect of a game. And, I agree. One realization that I’ve had though is that mechanics which run incongruent to the theme can…
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PSA: Get Crafty With Your Tabletop Prototype
I’ve seen some shit prototypes. That’s OK. Is it? Kind of. If another designer invited me to play their game and their prototype was absolute junkyard trash, I would get over it and play their game. Not everyone is like that, though. Right now, my game looks like this: *Those Joy-Cons are not a part…
