Wednesday, November 15
The tales of a casual games designer: Part 11
Tuesday, November 7
The tales of a casual games designer: Part 10
Tuesday, October 31
The tales of a casual games designer: Part 9
Huzzah! My plastic cyclists have arrived! I ordered 100 each of blue, red, yellow, orange, green and, erm, purple (originally pink but they couldn't be certain to continue with enough pink) and after bagging them up into 20 sets of 5 each there are plenty of bonus leftovers which is nice (around 20 yellows, oranges and reds but only 8 blues) and will make future purchases a tiny bit cheaper. Every little helps>
Played a few more games recently, including a game on the mountains stage which went pretty well. Anna's team leader shot away up the mountains but ran out of steam just before the last km meaning he couldn't use his sprint and rolled across the line in FOURTH after being brilliantly overtaken by three hardier and smarter men.
It's starting to get some real interest on BGG now with over 10 people asking for copies including three Americans placing pre-orders already! Nothing like getting some healthy pressure!
Wednesday, October 4
The tales of a casual games designer: Part 9
I've decided on the slightly dangerous concept of giving my game an extra 'gimmick' which will be that it will come with a CD with, hopefully, about 40 voice tracks on. If desired, before playing, the players will place the CD in their CD player and set it to shuffle. Then when hey're decided on their teams, the stage etc they play one of the CD tracks at random which will introduce the day's weather and how it will change the stats of certain riders. For example - "Well, it's Bastille Day today and the French riders will be doing everything they can to take the victory on such an important day! For this stage, all French riders can increase oneof their stats by one point", or there'll be bad weather ones that have negative outcomes.
Of course you don't have to play WITH it, but been thinking about it and it adds a nice bit of flavour to the game. Thoughts?
Sunday, October 1
The tales of a casual games designer: Part 8
Well, played tour. with the in-laws last night. Playing games with them is always an interesting experience as my father-in-law (Barry) spends most of any game we're playing going "Oh I dunno, I've got no idea what's going on" before winning or doing something extremely clever while the fabled mum-in-law (Linda) tends to spend about an hour per turn even if it's the simplest of options. Hence the game taking quite a while longer than past experiences.
At Cast Are Dice with four teams of four cyclists one stage took about an hour and twenty to an hour and a half while two player games with the wife take a little less time. With the in-laws playing for the first time it took over two hours which seemed quite a long time, but people vanished for toilet, making tea, getting crisps etc and most of the slow movement was Linda who just naturally plays like that. Still, it's good to see how pretty much non-gamers got on with the game.
Linda won.
She didn't just win, she annihilated the rest of us. We played most green jersey points as a team won which seemed to work well for a one off race, with 65 points available...Linda picked up 40, Anna got 18, I got 8 and Barry got just the 1 which was partly my fault as I tried to force my sprinter through a space that wasn't there, causing a crash with Barry's sprinter which my guy picked himself up from (after missing a couple of turns) while his was out for the rest of the race. Which kinda scuppered his chances of picking up points on the sprints.
He also didn't use his best cyclist to his full ability while Linda seemed to pick up the concept of not attacking too early and waited until I sent two cyclists off (far too early) before latching onto them, recovering her cyclist's energy and breaking away again, sprinting past the line just before the cyclist's health ran down. Anna's best cyclist came second with a massive charge over the last 40km while my two dropepd back (with no more power OR a sprint to help them out at the end). Barry managed to pick up the last finishing point with an exciting last minute charge and sprint which gave him something to cheer about.
Overall, the tactics of the game felt great again, with breakaways being pulled back in and some cyclists dropping off the back into their own group. Two of mine and two of Anna's were in that gorup so we agreed to work together to catch up the leading group which felt great and tactical and an achievement when we'd caught up.
So yeah, although it took longer than expected it seemed to go down well which is good. Just got a couple of design changes to make to the counters and terminology to make things clearer.
Tuesday, September 26
The tales of a casual games designer: Part 7
Sunday, September 17
The tales of a casual games designer: Part 6
Fun fun.
Friday, September 15
The tales of a casual games designer: Part 5
Those three parts together will make £5 per game. I also need printing, card, glue and a couple of other bits and pieces that will take it somewhere between £10-£15 - currently at the lower end but bound to get higher. I'm thinking of selling the initial game for £20 a copy and subsequent stage packs (planned to have two more stages per pack with an extra 'home team' and a few new cyclist cards to make the add-ons more appealing) would probably cost people around £10-12 as they won't need plastic cyclists, counters or dice!
I got a good playtest with my wife the other night on the completed stage which is probably gonna be one of the longer stages and JUST about fits on the 9 A4 boards that make up the stages. Playing with just eight cyclists between the two of us I was worried it wouldn't scale well down to it but it worked well and only two of the cyclists tired so much as to be coasting home (both mine and that was a tactical error). The session report is up on boardgamegeek.com under the game entry "Tour".
My wife told me she really enjoyed it which was great as she's hardly a cycling fan, and I've had good comments from friends who have seen the black and white draft gameboards and have said it looks professional.
My new fear are that I've made the corners straight lined rather than curved as photoshop just doesn't work well with curves....It looks OKAY but I think I'd rather have curves. I may go back to drawing and sketching for the tracks and putting it together on photoshop.
I must have a good working beta for Midcon.