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Timing is everything... Or is it?

10/14/2015

1 Comment

 
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I've been preparing all the materials over the last 6 months for the new game, Roll Player.  One of the questions I often get from playtesters or friends is "When it is going up on Kickstarter?" That was actually a tough question to answer, as there are a TON of things that all have to get done before you can press that launch button. 

In the Spring, I was saying late Summer. 
In the Summer, I was saying September.
In August, I was saying October.
In October, I FINALLY drew a line in the sand and said Nov. 10.

So, there is it.  The official ​​ launch date.​​​

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​There are quite a few things to consider when picking a launch date.

1) Is the project ready?
I like to have the game as close to 100% complete as possible before going to Kickstarter.  This project has a LOT of artwork, and I was happy to have John Ariosa working on the game with me. The problem was I couldn't really afford to have it ALL done at once. So, I gave John work when I had cash, and when he was available. This meant, that it took a long time to get all 53 or so illustrations done. Once they were done, my graphic design, Luis Francisco could start doing more serious passes on stuff. Locking down the Character Sheets too a long time, as they are super critical to gameplay. It's the real focus of the game. It has to be highly functional and look amazing too. Finally in September the game was close to ready, but I still needed time to get review copies in people's hands and they needed time to get their work done as well.  So, I put it off until Nov.

2) Is the timing okay?
Conventional wisdom says there are more opportune times to launch KS campaigns than others. The KS creator community does a fair share of data mining to try to figure out the best time of year to launch, which days work best, etc... The data says that usually Tuesdays are the best days to launch in the mid-morning with a 30ish day window​​. Also, it's best to avoid other large campaigns out there since you want to minimize the competition for your customer's dollar, especially if the competition is a similar game in theme or mechanic. The easy example right now Jamey Stagmaier's juggernaut of a game on KS right now called Scythe. It looks amazing and is standing clearly in the KS backer spotlight right now. One of the advantages to waiting till Nov, is that I can avoid some of that and try to get an opportunity to be in the spotlight while my campaign is running. Another consideration is proximity to Christmas. Historically, Kickstarter campaigns have not done well if run during the busy shopping season.  So, I clearly don't want to wait too long.

There always seems like there's some reason why "now" is a bad time to launch.  The game looks great. There's no way to avoid all competition, as more and more KS campagins are launched every year, especially in the board gaming area.
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In the end, I have to launch it when I'M ready.  And I'm getting pretty close to that.  ​I'm excited and anxious.  I love this game and I think my fellow gamers will too. 

Till next time.

Keith

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1 Comment

A trip to Indy - GEN Con 2015

8/4/2015

2 Comments

 
I just returned from the largest tabletop gaming convention in the US - Gen Con.  I hadn't been to Gen Con in about 12 years.  It started here in WI in Lake Geneva and quickly moved to Milwaukee, where I often attended as a kid.  When it moved to Indianapolis, since it outgrow Milwaukee, I thought I was done with Gen Con.

Well, that changed. :)  I joined more than 60,000 other attendees this year.  

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I had a handful of objectives in-mind that allowed me to justify the trip.    
  1. I had some copies of Bullfrogs to sell.  I didn't have a booth, so technically I'm not allowed to sell anything, but I was able to get copies into 2 different booths for people to buy.  The Indie Game Alliance had a booth, who featured other small press games in addition to Bullfrogs as well and Spartacus Publishing, who I've become friends in the last few years via various game design events.  The guys at Spartacus were super awesome to me and featured Bullfrogs in their booth even more prominently than their RPG books.  Very cool.
  2. I have a new game I need to get the word out about -- Roll Player. I joined the folks over at the First Exposure Playtest Hall, and got 5 playtest sessions in addition to the various impromptu playtests I was able to pull together at various hotel lobbies, etc.  Lots of positive feedback all around.  I also just set up the basic Roll Player page here on the Thunderworks website.  It features some new art, so go check it out.
  3. I wanted to continue to build relationships with various people in the tabletop game industry.  I got to meet with many many people who I've communicated with over the internet, but now I was able to sit down and chat with them face to face.  
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I had an amazing time and there are quite a few interesting things that resulted in my trip.  More to details on that later.

Till next time!

Keith
2 Comments

Amphibian Attack -- A BOX COVER

3/26/2014

2 Comments

 
When establishing the art style of Bullfrogs, I told John I wanted something "colorful, but something that doesn't specifically read as a kid's game."  For the cover, I wanted to see "a strong central figure or 2 in the foreground. Make sure there are some lily pads being fought over."  Check out the various stages of development as the cover artwork for Bullfrogs evolved.
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I really enjoyed the back and forth during this process.  It took about 2 weeks go get a finished piece.  John was sending me images daily to start with.  I was always excited to see the latest update.

Till next time.

- Keith
2 Comments

Evolution of a Card

3/3/2014

1 Comment

 
The cards in Bullfrogs are the central component of the game. Players hold them. They play them. They make up the board. They give players points to win. So, yeah. It was kind of important to get them looking good and functioning well. I'm going to step through the various stages of their existence and discuss the changes at each stage. Below is an example of the "2 action" card.
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There are 3 important pieces of information on the card. 1) The number of actions. 2) The number of spaces and 3) The color of the card. So, card #1 is what I started with.

After some play testing, I found players didn't like counting up the number of spaces to determine how many points the card was worth at the end of the game. So with #2, I included that number on the bottom portion of the card. I also added a random symbol on the card to help color blind players and also help people see the differences a little easier. I'm up to 4 elements to read/understand on each card.

I playtested with #2's card design for a long time. It's actually the design I released as the print and play version. I still didn't have a theme yet. I was considering keeping it themeless and #3 here is my attempt at making something "cool" yet themeless with various clipart. This version got very little play.  I only have one copy of that version and by the time I went to playtest it, I had decided on the frog theme and had artwork coming in from John Ariosa.

I tested with #4 for quite a while as well. This used John's illustration, but I hadn't signed Luis up to do the graphic design yet.

#5 is the final layout. I worked with Luis Francisco for many weeks to settle on this. The design goals included minimizing the components, maximizing the clarity, and highlighting the illustration as much as possible. Each army's faction symbol, color and the spaces were all combined together into the spaces. The action number is differentiated into a symbol instead of a number, so it wouldn't be confused with the victory point number.  
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I think it hits all the goals we set out to accomplish, and Luis did a great job. It's surprising to me that the core design of the cards from day 1 didn't change much by the time we finalized them.

Till next time.

- Keith
1 Comment

Madison Game Designers

2/17/2014

1 Comment

 
I swear, everywhere I look, there are enthusiastic aspiring game designers.  It's awesome!  In Madison, there are a ton of board and card game designers.  Some published.  Some pending publication.  Some just starting to get their ideas out.  I wanted to share some of the cool games people I know are in the publishing pipeline or have had published.  There's a lot of talent in this town.  See for yourself.

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Kane Klenko - Super talented.  Super nice guy.  Here are 2 games of his that are scheduled to hit shelves in the next year.  Keep an eye on Kickstarter for Dead Men Tell No Tales - A pirate themed coop aboard a burning ship.  Mad City is coming from Mayfair this year too.  It's a real-time city building game along the lines of Galaxy Trucker or Mondo.  

Brett Myers - Another great dude I've meet in the design circles around Madison.  Check out Nanuk published by Steve Jackson.  It's a great party game with a fun theme.  Last year, the LOTR dice game came out.  I've always been a big Tolkien fan, so this was fun to see.  These are the 2 games he currently has published and I've played another unpublished title of his that is REALLY good.  

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Who are some of your local designers?

Till next time.

Keith
1 Comment

Beginnings and the origins of Bullfrogs

12/23/2013

1 Comment

 
PictureUmm, yeah. That's me.

Hey readers.  So, I decided to start a blog.  I wanted an opportunity to have place to share my thoughts on this new game publishing venture.  Thanks for finding me and thanks for reading.

This all started with a game.  I had been working on a few game designs and had been play testing them over a year or so.  I hoped to publish some day or maybe self-publish, but hadn't really committed to any of it.

I had just gotten home from my usual Tuesday night gaming.  Near the end of the night, I had played a game of Reiner Knizia's Battle line that night with a good friend.   I hadn't played it in a long time and was reminded how cool and simple the gameplay was, while still having interesting decisions.  I has this classic "Play a Card then Draw a Card" mechanic.  It's an older game that I still find really interesting after many many plays.

So, there was a design convention coming up in a few days called protospiel.  It's a great convention for designers to get together and give feedback to each other.  I had purchased tickets for the Milwaukee event and it was a few days till the event, but I hadn't given the convention much thought.

Anyway, playing Battle Line had me thinking about the protospiel event.   I decided I wanted to bring a new design instead of bringing the one I brought last time.  I grabbed a deck of cards and some bits.  Could I come up with something interesting using just cards, a few bits and a simple "play a card / draw a card" mechanic?  I wanted something multiplayer, whereas Battle Line is 2 players only.  I scribbled on some cards and pushed bits things around and in about 30 minutes I had a playable game.  I played it against myself 2-3 times.  It was a game, true.  It didn't seem broken.  Was it fun?  Probably not yet. :)  

I launched straight into play testing mode.  I got a few playtests in the next day, reworked a couple of the main mechanics and then I was off to Protospiel.

I got to protospiel early and it was the first game played that day!

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I got lots of great feedback that day from various designers.  I ended up getting it play tested another two more times that day.  I'd recommend protospiel to any designers out there.  It's a great opportunity to get honest feedback from really design-minded folks as well as a cool way to meet other game designers.  

Overall, the feedback was positive.  It wasn't perfect.  There was lots of refining that needed to be done, but the basic idea was there.  People liked it.  For this, I was stoked.

Again, thanks for reading.  Till next time.

Keith
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    About

    Hi!  My name's Keith Matejka.  I'm the founder of Thunderworks Games. I'm a designer and "one man" publishing company.  Thanks for stopping by!

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