Game Design Contest: Prioritization and Playtesting

So, following the feedback from Alien Ambassadors and my inability to get a game test over the weekend, I’m looking at a next-available-playtest date of Thursday, with the due date for a finalized game concept/presentation on Friday.

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‘Twas not meant to be, methinks. Not for 2017, at least.

Unfortunately, that’s not really doable, especially if any issues whatsoever persist in the v2 Ambassadors iteration. I’m feeling that more and more it’s looking like I’ll be getting one playtest per week, meaning that I have to drastically rescale my games in progress to account for these likely shortcomings. I think I’m suffering slightly from a bit of frustrated expectations from players: Green-Circuit Mercs didn’t make a fantastic first impression, and the second revision did better but it still wasn’t a sought-after game. Alien Ambassadors did slightly better, but I think my players are possibly starting to be disinterested in trying new games.

More under the cut, along with the new schedule:


I feel like the best solution to this issue is to basically “complete” the games I have in-motion at the moment. For example, Holy Press still needs art and blind playtesting to get the rulebook polished up (and in that order, since nice art tends to be a good draw for cusious players), but I feel that the core gameplay is “done”. That said, here’s the new schedule, pared down to account for only one playtest iteration per month:

  • Cardboard Edison Award: January 31st
    • Holy Press: Submitted, at Prototype step
  • Trick Taker Challenge: March 6th
    • Green-Circuit Mercs: Not submitted, at playtesting step
  • 2017 Northwest Luci Award: April 7th
    • Alien Ambassadors: Not submitted, at playtesting step
  • Button Shy Wallet Game Contest: April 23rd
    • Boatbuilders: Not using for contest due to component revision, at playtesting step.
    • The Order of Artemis: Not submitted, at prototype step. This one I’m shelving indefinitely, as I feel there was way too much stuff that needed a lot more polish before it would even have a strong core gameplay loop.
    • Mamluki: Not submitted, at playtesting step. Also shelved, but mainly until after Green-Circuit Mercs is released because there will be heavy art and logo crossover, and I want the shared universe to feel well-represented between the two games rather than try to meld them after the fact
  • Thunderglyph Survival game contest: April 30th
    • Hunter’s Quarry: Design step. This one is veeery tentative, and will probably unfortunately get shelved too. I love Thunderglyph’s art and such and I think the game has a ton of promise, but I want to make sure I revive my playtest base instead of screwing that up and crippling myself for later testing stages.
  • Big Box Challenge: June 5th
    • No design yet
  • Gamelords Dungeon Crawler Challenge: August 15th
    • No design yet, although I have a strong inclination to use a previously-shelved rough outline idea for a Legacy-style dungeon delve game.

Current focus is on testing Green-Circuit Mercs and Alien Ambassadors, and getting those out of the way as well as getting Holy Press developed into a final releasable game.

This is really rough, as I feel like a screwup for eyes-bigger-than-stomach, as well as potentially damaging my only playtest source at the moment. I’m also going to be pushing to see about other playtest options as well, but that will require some checking around to make sure it fits comfortably with home, work, and Ironwatch needs as well.

Until next time; I think I’ll be working on cranking out the design outline for ClikB8 this Friday. Please let me hear your thoughts in the comments and reblogs below. Cheers!

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