I haven’t gotten much work done on this design lately. After the promising but slow play test I left it for a while and recently felt like giving it an overhaul and changing the focus to more of an economic empire builder. Not sure when I’ll get around to working on it. Smaller games distract me with their ease of prototyping.
Currently I’m working on a card based civ building game and starting the Flipped blind play tests.
I’m also working on a card deck game system. It was originally going to be a dedicated trick taking game but as it developed the deck became more general and can be used for all sorts of unique variations on traditional card games.
I’m looking for play testers for a small dexterity game.
Flipped consists of a single tile. The tile is used to determine which dexterity challenge a player must perform and is also used to perform that challenge.
The rules are simple and the game plays quickly. For a look at the rules go to http://bluecubeboardgames.com/flipped/.
If you are interested please fill out the play test form at http://goo.gl/forms/L1mV9FNN6X
I will choose 48 play testers from the responses and send a copy of the game to each of them.
Each play tester must:
1) Play at least 10 games of Flipped.
2) Fill out an online response form for each game played.
I would appreciate if play testers sent photos, video, or audio of them playing Flipped. This is not a requirement and none of the media will be posted publicly without specific consent.
Showing Space Station Disaster at the Boston Festival of Indie Games went very well. We arrived and setup relatively easily. The banners looked great, and we had a booth facing the entrance so we had good crowds.
The show started off slowly, but soon we had people stop for a demo. We were starting demos a third of the way through the game to speed them up. Before long we started running 2 demos simultaneously and still had crowds of people that couldn’t get a seat to play, so we cut the demo length down even more to only the middle third of the game. This worked well, but we still couldn’t always fit everyone that wanted to play. It was a nice problem to have.
We demoed for 7 hours straight and very rarely had an empty table. Most people enjoyed the game, especially kids. That might have been because we were giving out candy.
We ran out of business cards and sell sheets quickly because I underestimated the crowd. And I ran out of voice about halfway through.
In the end, we got a lot of good feedback, gave out 23 copies of Flipped, and gave a prototype to a publisher. It was a lot of fun and I can’t wait to enter a game for next year. My only regret is that I didn’t get to look at any other games because I was demoing constantly.
Thank you to everyone who stopped by for a demo and I hope to see you again next year.