Filtering by Tag: Prototype

What's Going On?

First off, we’re SUPER stoked that After the Empire made both Tom Vasel and Roy Cannaday’s Top 10 Games of 2021 lists at The Dice Tower, Ryan and Katie’s list over at Tantrum House, Shira’s list for Quackalope (with this passionate follow up!), BJ’s list for Board Game Gumbo, Grant’s list from Grant’s Game Recs, Billy Indiana’s list (#1!), and Karar2k’s list! Tom said “I just really like this game. It’s so much fun.” We’re less stoked about the shipping crisis and that our reprint hasn’t been able to get out to folks yet! We hope that happens soon, and look forward to hearing your feedback on the new solo mode! Also, just got a nice written review with photos from New In Shrink. Thanks!

Here’s a quick shot of us working on the expansion:

Evan has been working on the Great Meteora with Cris Kelly. 14th century Greek monks travel to stone spires rising from the plains of Thessaly to build monasteries. Euro-style worker placement, tableau building, and tile laying with a touch of area control and set collection.

Here’s a tableau building and blind bidding, simultaneous playing cardgame where players vye for support from druids to control the fabled magic that has returned to the Wildwood. Half the art from Beth Sobel is already done.

Evan’s also working on the board game implementation of EndZone: A World Apart through the publisher Spielworxx. We’re moving in to blind playtesting on that one!

The family is doing well, although sleep is tough to get with our little one sometimes. Hope you’re all surviving through this tough time!

-Evan

Grime (working title) - Design Diary

Hi Everyone!

We’re in a holding pattern for After the Empire, while Grey Fox is working on finalizing files, rules, etc. So, our last few sessions have been focused on a game with the working title “Grime”. We’ve never really kept detailed public records of our day to day design work, but hopefully this will be useful or interesting for some of you out there. If there are any particular aspects of our process you’re curious about or that you’d like us to be more detailed about in the future, let us know so we can do a better job keeping you in the loop!

While we obviously enjoy the tried and true themes like After the Empire’s medieval castle defense and city-building, Ryan and I also really enjoy exploring more unique themes. If you follow us, you may already know about Mountain God’s Revenge, but Grime is another one of those games we’ve been having fun playing around with lately.

In Grime, our world is a kitchen floor filled with microscopic inhabitants, who collectively experience an extinction-level cataclysmic event every 1000 generations, The Great Moppening! Each player controls several Grime Lords, who must all work to save as many of your beleaguered grimes as you can by the end of the game, so that they may carry on in the name of those we lost and thrive in the safety of the The Under-Fridge or in some of the smaller protected lands of The Grout-Cracks.

As usual, our playtesting begins mostly with 2-player sessions (Ryan and I) until we feel it’s ready and would be useful to see how our current system/game feel fares with more players. Sometimes that goes very differently than expected! Game design is basically a process of making goals and choices, then iterating on how to best actually get there. Of course, your vision and choices can change some as you work, sometimes feeling more like you’re just revealing the unique game that was always hidden there somewhere in the pile of cards and paper scraps.

Some of the more ubiquitous choices that need to be made are: what is the goal for game length, what kind of technical strategy/skill vs luck balance is ideal, how complex should the system interactions be, what kind of systems lend to the theme and how can you incorporate that them into those systems, and what can you bring to the community in terms of unique experiences. And the biggest questions is of course, is this game fun? Obviously, there’s no absolute correct answer, since every individual in the potential target audience has different specific preferences and experiences they find enjoyable. So, the choices you make as a designer (or team) are what really give your games their unique feeling, experience, or flavor. That’s why this industry could make 1,000s of games set in medieval Europe, yet while similar they are each specifically unique and different players will have stronger preferences for some of them over others.

We have chosen a moderate-length 45-60 minutes, mild to moderate complexity, worker movement/action selection, pick up and deliver sort of game, with higher strategy and lower luck in the form of randomly-drawn card effects you can play on your turn, as well as increased replayability with a modular board setup. As a more strategy than luck game, we’ve mostly limited player to player interaction in a more Euro style of resource scarcity, but there is still some direct interaction and messing with others currently with a couple cards and worker upgrades. Each round, players alternate moving their Grime Lords and activating the action location they’ve moved into with their grimes in tow on their way to the safety of The Under-Fridge. Each Grime Lord has a speed and a grime carrying capacity, which can be upgraded, as well as some some cool extra abilities they can gain. After each player has used all their Grime Lords for the round, the farthest un-mopped portion of the game board flips over to the “Bleached” side, which is of course deadly to your kind! There are still some powerful actions to be had in the ever-growing and dangerous mopped portion of the game board, giving you some tough choices as far as the best use of your Grime Lords and the grimes they carry. The game ends with the last of the open floor has been mopped. Each player counts how many grimes they’ve saved under the fridge or in grout cracks along the way to see who wins.

Our last session had us trying to find the ideal balance between Grime Lord movement and carrying capacity, board space quantity and ease of access, pacing of the game progression, grime spawning quantity each round, and possibly adding more randomness or other additional elements. In this early stage of game design, it’s tough to know how many variables to change as once, since they all affect one another. As we’ve become more comfortable trusting our game design instincts, we can get away with making larger changes in shorter periods. But, later on in the process, making more incremental change for fine tuning purposes will be a better idea. But for now, we’re still figuring the bigger things out and we made some fairly large changes, which seem to have turned out fairly well.

#1) Previously, upgrading your Grime Lord was added as an alternate action to choose instead of moving and activating a location. This had caused a lopsided feeling where the first half of the game was mostly best spent just upgrading every action until the the second half of the game, when you finally play the game as we intended. Some games do well with this sort of early game engine build-up, and choose the right moment the switch to point scoring, but we wanted upgrades to be viable throughout the game and not the obvious best choice for only half of it. So, went back to only several action locations on the board to upgrade, rather than an always available alternative action. It may still be the best option to rush to those action spots, but we’re keeping an eye on it.

#2) We felt like we needed to space out the actions just a little farther so that upgrading speed wasn’t strictly better than carrying capacity for Grime Lord stats. Speed is still important, but since it’s a larger board overall, each incremental speed increase is a proportionately smaller gain. This session did feel like carrying capacity was becoming more important relatively, but we need to make sure it doesn’t get unbalanced the opposite direction.

#3) We previously could spend grimes from the board as a resource to upgrade your Grime Lord in the same location. This was a sort of colony growth and differentiation thematic effect. This exacerbated the issue of rushing to upgrade your Grime Lords in the first half of the game, since it also behooved you to enter and expend those grime resources in this way to deprive your opponent of those grimes on their turn. We tried only allowing expending grimes that you’d already “saved” under the fridge or in some grout cracks along the way (which are also your Victory Points…we seem to end up often using VPs as a spendable resource in our games). This seems to have slowed down the early game rush to upgrade, or at the very least makes getting to some of the actions spaces other than upgrading as a necessary step. Game mechanics interactions are often a good thing, but we must make sure the other actions don’t become simply procedural or artificial barriers to upgrading. So we have to watch them and make sure there’s a viable strategy of not doing as much upgrading than the person next to you and still having a decent chance of winning through these other choices and actions.

#4) We are still vacillating on how grime spawning works, or effectively: how much primary resource should be made available to begin with and how much extra each round as the game progresses. Scarcity is usually an important component of even mildly Euro-style games, since the main player to player game tension is decision-making and often access to those resources. So, too much stuff and it doesn’t really matter what the other players are doing because there’s plenty to go around, which leads to a much more simultaneous solitaire feeling than we want. Or, too little and mistakes are amplified, and the game becomes too gritty and tense, where missed choices early game can doom you to playing out an inevitable loss. So, you need to right amount of choices mattering, but not so much that players are driven to inaction due to the existential weight of each choice. Obviously, this preference varies from player to player, but for a mild to moderate game of 45-60 minutes in length, we think a nice middle ground is appropriate.

#5) We are thinking of adding a touch more randomness than we played today. As mentioned above, this continuum slider needs to be in about the right spot for this type of game. Too much and it can feel like your choices don’t matter, too little and it can feel like the game is too scripted or can be “solved” and then each choice becomes less interesting because there’s always a best choice. We are toying with the idea of a variable amount of floor mopping each round, so you have a little more push your luck element when hanging near the bleached/mopped end of the board (because your Grime Lords can die!).

#6) We may eventually add another mechanical element. Currently, even though your goal is to save as many grimes as possible (you and the other players are part of the same group and save the same grime species), there’s no real thematic downside to letting tons of them die to the bleach (or absorbing them in the form of Grime Lord upgrades), as long as you saved more than your opponent. We’re not envisioning a coop game for this, but we have some ideas for a negative effect from letting certain amounts of grimes die. Alternatively, we’re also toying with benefits for nobly sacrificing a Grime Lord for the cause. One or both of these may end up being expansion material, but they may also be a necessary part of the base game. The sacrifice bonus makes more sense, especially if we go with random board mopping amount and you end up losing a worker in a more luck based way that you’ve invested a lot into. We’ll find out!

Hopefully, you found some of this interesting! Feel free to ask us any specific questions! Here’s a photo I thought to take only after we’d packed the board up (although you can see the start of one of my classic chicken-scratch design note sheets/napkins…this one is still somewhat legible; it gets much worse from here!):

Also, I’d like to mention David Gonsalves, who is one of our friends from SaltCON 2017. We really enjoyed that great local convention and all the wonderful people we met there while doing playtesting for After the Empire. He’s starting a very cool playtesting-focused convention, so if you live in the area, read all about it here! We’re also very proud to take some of the blame for helping push him forward on working on his own designs, like Tank Brawl!

Have a great day everyone!

-Evan and Ryan

Post-Kickstarter at Portland Gamecraft!

Thanks again everyone for all the support during our campaign. We’ve been going back and forth with Grey Fox getting everything ready and finalized for After the Empire. We’re very excited to eventually get our final production copy, but we’re not quit there yet!

We really wanted to get a single player mode ready for the kickstarter, but there just wasn’t enough time to fully vet it and incorporate it into the campaign. But, rest-assured, we heard you folks who were asking for it and will have a solo mode up and running sooner than later once we can put it through its paces and make sure it’s awesome. Here’s a little photo of me winning by 1 point against the board (I affectionately refer to my solo mode opponent as Ivar, the Worst):

When we’re not working on After the Empire, we’re getting other games ready to pitch for conventions. You may recall Mountain God’s Revenge mentioned in the past and we’re happy to say that we’ve signed an early stages contract with a publisher to develop and make it a reality in 2021. More details on that as it gets closer.

We’ve also been designing another one of Ryan’s new ideas. Working title is Grime. Here’s a sneak peek of me mopping the floor with Ryan below:

Evan has been working on one of his ideas using pieces from Khet. It was originally intended to be a dexterity game with elements of play inspired by The Lost Vikings, but is quickly becoming a strategy exploration puzzle game. Here’s the prototype:

The Kickstarter is tomorrow!

We had a blast playing and teaching After the Empire to everyone at PAX West in the First Look section. Thank you so much to everyone who was able to join us! We even got to see Mike, who is one of our earliest and biggest fans out there. He first played here at PAX West 2 or 3 years ago! And, it was always good to see James and Andy, who’ve been fans almost as long! Special thanks to Ryan for letting us crash at your apartment and Andy for helping us get setup!

The Kickstarter goes live tomorrow, and we’d love your support again! Watch here or Grey Fox for exact start time and links to the campaign. You’ll see all the components, watch some play through videos, and see a review or 2 to help you see what you’re getting in case you’ve never had the chance to play it before. In the meantime, here’s a bunch of photos from when I remembered to take them this weekend:

Thanks for all the fun this weekend!

PAX Unplugged 2018 First Look Preview!

After the Empire will be making a special appearance at this year’s “hot games” first look! The wonderful crew at PAX Unplugged will be showing our upcoming medium-heavy euro game, currently looking at a 1st quarter 2019 kickstarter launch through Grey Fox Games.

If you’re excited to try it out, check out all the details here and be sure to find After the Empire on the list and give us a thumbs up! Last I checked, we were #5 below the post. So, come on down to Hall A this Friday starting at 10am. We’re not sure when they’ll need to make room for other games throughout the weekend, so if you missed it and really wanted to check it out, send us an email and we can probably setup another play for you or at least tell you when we’ll have it back in first look.

We’re very excited, please come by and take a look! Just keep in mind it’s still a prototype!

Origins!

We had a great time at Origins! Hanging out with friends, pitching games, and playing new ones! We got to hang out with our amazing fellow local game designer friends Tim and Ben Eisner, which is always a blast. We got to hang out and catch up with our friends at Grey Fox, who will be publishing our game After the Empire in the first half of 2019. Josh Lobkovicz, the amazing developer at Grey Fox, graciously took the time to give us some great tips on another project we're working on, but not quite ready to pitch at Origins.

But, we did bring a couple games that were ready to pitch, both of which saw significant publisher interest. You've seen Mountain God's Revenge before, but here's Ryan posing for the camera as we play 3 Ways to Die:

3 Ways to Die (current working title) is a coop zombie map and event deck based adventure game with elements of luck and gambling to keep it interesting! I don't think I've played a game yet where we weren't sure we were going to lose only to narrowly escape with our lives at least once! Each player is generally fighting their own battles and making their own choices of how to best use their resources to stay alive, so the loudest player telling everyone else what to do is not as prevalent here as in most coop games. Evan designed this one with his friend Cris Kelly about 6-7 years ago. We've been having a blast playing it ever since, and Ryan is helping put the finishing touches on it.

Evan got the chance to play the up and coming Fireball Island reboot. The original version helped form some of his lasting childhood friendships (they wanted to come over to play), and is at least partially responsible for his general nerdiness.

If you haven't already seen this, watch us show Mountain God's Revenge to Tom Vasel at 1:22:00. Ryan does the talking, while Evan's injured wrist does the setup!

Play-testing help needed!

Ryan and Evan have frequent playtesting sessions with occasional guest stars for After the Empire and several other games being developed currently. We get together to play-test these games on the regular, and we need to grow our pool of play-testers! So, if you're in the Portland area and are the type of person who is excited to play and give feedback on unpublished works-in-progress for the low low price of we'll buy you a fancy coffee, please go on the website and shoot us an email saying as much. Thanks!

Here's us on Monday having fun working on Mountain God's Revenge:

After the Empire and general new stuff updates

Hi, everyone! We've been having a great time lately playtesting and developing our new lineup of games! We went to PAX Unplugged in Philly recently, which was awesome! We got to hang out with and bounce ideas off other awesome Portland-area designers Tim and Ben Eisner of Weird City Games, with hits like March of the Ants and The Grimm Forest, and Mohammad Ali, another up and coming designer! We pitched several of our new games and had significant interest from publishers. We are in early talks now with a publisher to work with us on what we're tentatively titling Mountain God's Revenge! It's a heavily themed abstract strategy game that will eventually have awesome art, rather than white hexes with black strips and red dots.

What about After the Empire? Yes, that's still our #1 board game baby! It was tentatively slated for a quarter 2, 2018 kickstarter by Grey Fox Games, known for awesome games like Champions of Midgard. They recently sat down to plan out their production calendar for next year and after deliberation have decided that to do it right and make After the Empire the best game possible, that timeline will be pushed back to quarter 4 of 2018 or early 2019. Obviously, we were very anxious and excited for the upcoming kickstarter, and this wait will be difficult for us. But, we are also excited for making sure After the Empire gets done well and is as amazing as possible. We have full confidence our friends at Grey Fox will do an outstanding job. So, we are truly sorry for the wait, but we believe it will be worth it!

What's been happening?

Hey everybody!

So, what's been happening? Lots! So, we've been subjecting After the Empire to some penultimate playtesting rigors by even more people as we get closer and closer to the final stages of getting the game ready! Believe it or not, that's actually leading to some down time for Ryan and Evan here at Portland Gamecraft.

Downtime!? Not really. Actually, we've been busy working on lots of new designs and having fun playtesting them all:

What's this monstrosity? It's a secret...unless you can read Evan's chicken scratch on paper scraps for a game he's wanted to make for well over a decade. This one's going to take some time, so you might not see it any time soon unless you live in Portland and come by one of our playtest sessions.

Here's a lighter weight physical strategy game prototype we're excited about that's pretty darn unique. We're getting ready to bring it with us to PAX Unplugged in Philly next month. It'll be a little less stark white by that point...but probably not too much!

Here's another one we've been fiddling around with for about a year now! A big thanks to the gentleman who was still up with us at 3am Sunday morning at Gen Con.

And, of course, we're still playing lots of After the Empire and dreaming big for our release with Grey Fox Games next year! Thanks to Thomas for getting me out to Guardian Games in Portland this weekend to play a couple more rounds with him. It's always a pleasure to get destroyed by a fledgling upstart! I've played this thing well over 300 times, and you still kicked my butt twice in a row! We also met Jonas and Anders, who put up tough competition and provided some great feedback! I forgot to take photos!

Of course, there are lots of other ideas and things on the horizon for Portland Gamecraft, but rest assured, our primary focus is making our first game the best game it can possibly be. We're very excited to be working with Grey Fox, and we're very excited that they're helping to make one of my favorite games ever become a reality!

New Prototypes (and Ryan working hard)!

We just got our new prototypes in! It feels pretty awesome to have a stack of After the Empire sitting on my desk.

Here's Ryan working hard on making some 3D printed walls perfect before we ship a copy to one of our reviewers!

And here's what it's looking like if I spread some game components out right before we play! I put a few cards out face up from the decks for you to see, but I didn't want to cover up our game board too much. With the kickstarter coming up in June, we still have a lot of preparation, but I'm very excited for how it's looking right now!

New stuff!

I'm very excited to have received our first ever boxed version of After the Empire! This is the first major step in making a few updated playtest copies, spurred on not only by wanting it ourselves, but our very first customers! They played our game at PAX and have been waiting to get it ever since. We agreed to send them a couple mid-production copies for Christmas, and we're very honored these folks would want to get a version of our game at this point, as we still have a ways to go with art, graphic design, and a few other fine tunings. This box only came with the cards and chits, so we're still waiting for wood pieces from Denmark and game boards from Print and Play games in Vancouver, WA (they're not slow...I JUST emailed them the files today) in time to send off the games!

The down side of all the great progress we've made and continue to make is I know what is already out of date in this box! Our more recent art updates, like the awesome title logo by Patrik Hell, the Refugee deck card backs by Tomas O. Muir, the Fortified Keep by Baconstrap, and everything else between now and then, will have to wait for the next pre-production edition! But, what it does have is LOTS of great new art and pieces, tiny rules updates on the cards, and last but not least...the very intimidating roll out of our transition from text-heavy cards, boards, and other game pieces to an iconography dominant style (although I couldn't help adding some reminder text all over the place). We expect a few bruises, but I'm sure our playtesters and fans will get us whipped into shape quickly!

Getting ready for Pax!

We've got a new version of our game board, player boards, player aid cards, lots of game cards printed with the new art, plus 4 sets of matching 3D printed city walls and turrets for both stone and wood walls all finished and ready to take with us up to Seattle tonight! If you're going to make it to Pax, come by board game playtesting table H and sign up to play a game Saturday or Sunday from 10am-8pm (break from 2-4pm), or Monday 10am-2pm, or just come to check it out and say hi! There will be tons of other great game, too!