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Developer Diary: Fort Myers Trip Results

5/20/2018

 
Quick recap of my two days...

Cool Comics and Games 5/19
Manaforge played: 2 times
Game copies sold: 3
Bit bowls given out or sold: 1
Tiger cubs given out or sold: 1

Dungeon Games 5/20
Manaforge played: 2 times
Game copies sold: 4
Bit bowls given out or sold: 7
Tiger cubs given out or sold: 1

Tired now. May post more later.

Developer Diary: March Update

3/18/2018

 
Hello everyone!

Wow, how the time flies. It's hard to believe that it's been almost a year since I relaunched my Kickstarter; the campaign that funded and made my game a reality. Things have been chugging along here, slowly but steadily. I'd like to say it's been uneventful, but really thinking it over there has been a lot happening behind the scenes.

GamesQuest

So, since my last diary post, a lot has been happening with the U.K.-based fulfillment company GamesQuest, and not all of it good.

After the smoke of the holiday shipping rush cleared, I starting having problems with GamesQuest. During 2017, they were responsive and helpful, if a little bit overloaded. But something must've happened to them over the New Year. (Rumors are that they took on more work than they could handle; taking shipping responsibilities for several huge games at once.)  Emails to them would go a week before being responded to. I got complaints from three backers that they hadn't received their games, and queries sent to GQ would yield no useful information. I received an additional order on my store website, and even though I placed an order with GQ for that, it never seemed to arrive to my customer. I asked GQ about re-shipping the games that never made it, and it seems like those new shipments didn't happen either.

On top of that, I finally received the pallet shipment of games sent from their warehouse. That was an ordeal in itself, because the local shipping company that was supposed to handle the last mile ground shipping changed their delivery date to the IGA warehouse and tacked on some last-minute delivery fees. And looking over the games once they had gotten here, it appeared that someone had used the cartons as soccer balls. Some were smashed, had holes in them, or were waterlogged. Several of the games inside had minor scrapes or dents, and three games in particular were crushed and only good as donations or spare parts. Not good. I understand that accidents happen, but having to mark nearly 20% of the shipment as damaged is very bad.

However, around the bginning of March, I managed to make a minor breakthrough. One of my emails made it through to someone at the top of the food chain at GQ, and boy did things get straightened out quickly after that. I finally got tracking numbers for a couple of the re-shipments, proving that those had made it to their destination. I also learned that a couple of the orders were never shipped at all, due to some sort of communication lapse between their office and their warehouse. Those were sent out with haste.

On top of that, at the beginning of March GQ launched their online order management portal ShipQuest. While still slightly buggy and missing some features, it has been an excellent way to be able to track the status of my orders without having to bug some of the overworked people there. While people's opinion of them has degraded badly over the past few months (I've seen reports that Kickstarter backers won't touch a campaign that will be fulfilled by GQ), my respect for them is starting to recover a little. I probably won't use them again for my primary fulfillment company, due to the unexpected import taxes and such, but I might still use them as a secondary fulfillment for EU orders.

Fulfillment Status

Thinking of fulfillment, I'm almost completely done! Out of 358 backers and 370 games owed to them, I am down to 5 games left to hand out. Those backers haven't received their games yet because they specifically requested that I hand-deliver their copies. I am working to pin these last few backers down and make sure their orders are fulfilled. It will be so nice to be past that phase of my campaign, leaving me to focus on moving the rest of my copies.

Retail Copies

I'm currently investigating four avenues of getting my remaining game copies out there:

- Advertising. While I don't think most types of paid advertising are worth it, I had some small success with using Facebook ads during my Kickstarter campaign. I will probably pursue that angle again, directing the attention from that to my online store.
- Reviews. Now that I have the shipping supply chain more or less ironed out, I am finally able to ship promotional copies to game reviewers. I will be contacting some of the ones I know of in the coming days, see who's interested in trading a copy of my game for some attention. I've also started listening to several board game podcasts in the past few months, and I'd like to try contacting a few of those, see if I can get some attention that way. Here's hoping.
- Store demos. During my Kickstarter campaign, I ended up at several gaming stores around Florida, looking for support and retailer pledges. While I did get a few that way, it seemed like most of those places were more looking for a finished product. (I don't blame them... I'd probably be skeptical of a KS if I owned a store.) However, now that I have a finished product, I'm planning on going back to some of those stores and trying again. Additionally, since my game is 100% complete now, I'd feel better about holding game teaching sessions and demonstrations. Not only can I get more attention on my game that way, but depending on the level of interest I might be able to get the game stores themselves interested in buying a few copies for retail. I'm due to make trips to the Fort Myers, Saint Augustine, and Gainesville areas within the next few months. Anyone know of any stores that might be open to seeing a new product?
​- Indie Game Alliance. The IGA warehouse has several copies of Manaforge, and I know a few of those have been going out to their minions. (If you don't already know, the IGA minions are basically the Alliance's representatives, holding game demos and teaching sessions for IGA games all over.) I need to look into IGA's premium services, seeing if I can get my game some more demo time at various conventions and game stores. It helps to have an army trying to promote you. :)

Expedition Prototype Con 2018

In case you hadn't heard of it, the latest Prototype Con just occurred at the end of February. (https://www.expeditionprototypecon.com) This is a three-day convention by game designers and for game designers. Designers, playtesters, and publishers came together to test and help refine a large number of unfinished games, and to help connect designers to the resources they need to be successful. I had a great time there, getting to meet up with a lot of friends that I don't see very often. I playtested a few other designers' creations, and I also got in a few playtests of my Sky Pirates game.

The feedback on my game was pretty consistent. Mechanically, it is a fun game. It accomplishes the goal of being a thinky euro-style game while still fitting into a 'filler' length, playable in about 20 minutes. However, many players had trouble with the physical aspects of the game, how cards needed to be stacked together in a specific way so that they could be individually flipped over and have their statistics read. I'm still kind of flummoxed as to how this is a difficult thing, as I made it a point in my demonstrations to show exactly how the cards should be placed and flipped, but since it was a common complaint, it falls to me to fix it. So, the game is still a work in progress.

Bit Bowls

I've recently been exposed to the concept of a folding bowl. I've heard these things called 'travel trays', 'valet trays', or 'jewelry trays', but those all equate to about the same thing. A flat piece of leather/cloth/felt/silicon, with pairs of snaps or clips near the corners, done in such a way that when you clip the corners together the whole thing becomes a bowl. These are useful for board games because they can be stored flat in a game box, and then snapped together to form bowls to hold game components such as tokens or cubes.

The BoardGameGeek sells these on its store site. However, they seemed sort of pricey, so I thought I'd try making my own. With some 6" felt squares and plastic snaps, I have a couple of prototype bowls made. However, I have enough materials to make many more. I'm wondering if this would make a good product. If I created a couple dozen of these and put them up on my store fora few dollars each, would anyone buy them? We'll see how this turns out.


And that's it for now! Fulfillment almost done, gearing up for the retail push, and chipping away at my game in development.

Oh, and of course there's the design Manaforge: Dark Magic, the expansion set for my first game. I have plenty of ideas here, and some of them are starting to congeal. Hopefully I'll have a viable prototype within the next couple of months.

Developer Diary: Shipping Frustrations

1/14/2018

 
Happy 2018 everyone! The last few weeks have been crazy, to say the least.

For those of you that haven't been keeping track, Manaforge started shipping out to backers less than a month ago. I was hoping that the shipping process wouldn't have too many hiccups, considering that I was shipping over the holiday season. And, all things considered, I guess it wasn't too bad. Still, it's far from perfect.

Slow Shipping

Because of the time of year, my contact at GamesQuest had mentioned multiple times that their shipping queue was overloaded, and that I shouldn't expect my games to go out before the new year. So I was overjoyed when I was informed that the games would go out before Christmas. While not many backers actually received their games in time for the holiday (mostly just backers in the U.K. got theirs early), it meant that most backers should have their games before the end of the year. Or so I thought.

I was happy to start getting reports that backers were receiving their games. But rather than a large number of reports all at once, it was more spread out. A few one day, a few the next. Even now, almost a month later, I'm still getting sporadic reports that people are receiving their copies. And that's bad, because there are still some people that haven't received theirs. It makes it difficult to determine if those games are just very delayed, or if there was actually a problem. Right now I'm just trying to be patient, but I can't wait forever.

Pallet Shipping

At the same time that I ordered the games to be released to backers, I also ordered a shipping pallet containing approximately 100 games to be sent to the Indie Game Alliance's storage. They're located close to me, so by sending the games there, they should be comfy until I need to pick some up, and it also makes the games available to IGA for demos and sales at conventions and such.

I figure that pallet would have gotten here by now. But it's still in transit. Apparently, the holiday shipping season slowed that down significantly as well, couple with a report from my contact at GQ saying that there was some extra paperwork to deal with. Ugh.

This is also bad for my backers, because many of my friends local to my area requested that I hand-deliver their games to them. (This both helps me out on shipping costs, and allows me to sign their copies.) So because of that slowdown, those people that entrusted their games to me are now also stuck waiting. :(

Missing/Extra Copies

I did expect a few copies of my game to get lost and/or damaged in the mail. Unfortunately, because of the delays, it's hard to tell if a game was just held up or if it's never going to make it to its destination.

However, what I was not expecting was a couple of backers receiving more copies than they asked for. I asked my contact about this, and his response was that is a very rare occurrence. But it's happened two times so far, and I'm starting to wonder if that's just the more outspoken backers contacting me first.

I don't know the right way to handle this; GQ has offered to provide return shipping labels for the extra games, or in extreme circumstances just reimburse me for the extra games entirely. Still, I'm trying to think of this in terms of the backers. If I received extra copies of a game, I don't know what I'd do with them. What option would involve the least inconvenience on the part of a backer? Just let the backers keep the extras and write them off? Offer free shipping back to the warehouse? Allow the backer to buy the extra games (at a discount, of course)? Have the backer sell/donate the games to a FLGS? What would you do?

I'm getting close to the point where I'm going to post an update, asking who hasn't received their games yet and who has received extras. I'm a little scared of the response I'm going to get. :(

Shipping Costs

As far as the shipping costs go, the numbers to ship to individual backers came out about where I expected. (I estimated about $15 to ship a single game to backers in the U.S., with discounts for multiple games going to one destination. The shipping itemization I received after they all went out came out pretty close to that.)

However, I was hoping the cost to ship a pallet of games to me would be significantly less. It was not. I don't understand why, but the estimate I received for that was close $1500, also coming out to about $15 per game. I have no idea why shipping in bulk would be so expensive, and I have not received a satisfactory answer from GamesQuest regarding that. This cost will make selling games locally a more expensive proposition, something I'm going to have to work around. (Especially because I have a few game stores in my area that are interested in buying some copies. What's a reasonable price to sell to a retailer when I have to recoup heavy costs to get the games into my hands?)


So that's what I'm struggling with right now. That, on top of trying to get my web store up and running (should be soon!), and do some work on my Islands game prototype.

Oh, and thinking of Islands, Expedition Prototype Con 2018 (EPiC) is coming up in a month. I need to have my prototype in a stable spot before then. (The mechanics are good, but I'm currently working on a re-theme.) I hope lots of people will be able to go; the more developers and playtesters that attend, the better it is for everyone involved.

Thanks everyone!

Developer Diary: Landfall

12/3/2017

 
Bah, a month since I posted last. At least it's been eventful.

Freight Shipping

Landfall! I've been informed that the shipment of games has reached port in the U.K. and has cleared customs. Yay! Now I'm just waiting for the local shipping company to pick the games up from the port and move them to the warehouse.

As with everything else in this process, the freight shipping has taken longer than I expected. So far it's not too bad of a delay, but it's still frustrating. The games went onto the boat and shipped out at the beginning of October, and it's the beginning of December now. I was given a total shipping estimate of two months, so I expected that the games would have been at the warehouse and going through inventory by now. However it seems like I'm still a few days short of that. Meh.

I'm still hoping for December delivery, but as it stands now I'm questioning if that's going to happen. I haven't given up on it yet, but the holiday shipping rush has started and I have a lot of competition for shipping bandwidth. I'm keeping my fingers crossed; I could still get lucky.

Oh, yeah, and VAT import taxes hurt! That was a couple thousand dollars that I wasn't expecting to spend. While using GamesQuest for my fulfillment was definitely cheaper on paper, I wasn't told about how bad the taxes would be. I'm going to have to rethink how I do this the next time around.  Maybe doing a split shipment, sending half of the games there and half to the U.S., would work better.

Current Projects

So, I'm having trouble with Suicidal Cabbages. I've been working on this game for almost two years now, and while the rules have come along fairly well, the game is still missing something. I've had that vague feeling pretty much every step of the way, that the game as it stands now is mediocre, like playing it invokes a 'meh' feeling. It's just an instinct, really, hard to put a finger on. I've gotten plenty of good feedback about the game, but some negative too. I think it's time to put it on the shelf for a while, come back to it later after I've had a flash of inspiration or something.

In it's place, I'm currently working on a new game. It's doesn't have a real name yet, but at the moment I'm calling it 'Islands'. It's basically an area control game, but it doesn't have a game board. Instead, the game's map is a group of randomly-chosen cards laid out in a row in the center of the play area, where each card has a location shown on it. Each player plays several 'troop' cards with both locations and strength values printed on them. The troop cards are played into splayed stacks such that only the top card is completely visible, while the location is obscured but the strength is visible for cards underneath. This signifies that the locations for the cards underneath don't matter; the 'army' is at the location indicated on the top card.

But here's the catch: the cards are played face-down! All players know how large a stack is, but not it's location or exact strength. To counter this, each player gets one 'scout' action each turn, which lets them flip up one card owned by an opponent. Typically players will flip up the top card of stacks, to know where an army is located, but not all of the cards will be turned up by the end of the game. This makes it a hidden information area control game. I personally don't know of any other games out there that use this particular combination of mechanics, although I doubt I'm the first person with this idea.

So far I've been through three playtest cycles of this new game. The feedback has been strongly positive. Frighteningly so, in fact; I didn't expect it to come together this quickly. With a huge amount of luck, I might actually be able to launch my Islands game next year. (Of course, it won't be called that. It does need some cleaning up, not to mention a theme and artwork, but so far I seem to have a good foundation.)


So far, so good, I guess. The games are moving along, and I have a second project chugging along with haste. Plus, I still have the Manaforge expansion waiting on the back-burner, bubbling with ideas.

Developer Diary: Cabbage Time

10/30/2017

 
 It's been a relatively quiet couple of weeks here. Here's what's new:

Freight Shipping


Manaforge has started its freight shipping phase. The batch of games has been loaded onto a boat and has set sail for the U.K.! I've received a rough estimate of mid-November for when the games will be arriving at port. Once at port, it will be a few days to clear customs, a few days to travel over ground from the port to the warehouse, and a few days to unpack and take inventory.

I wish I could say the games will ship out to backers after that, but there is a glitch. It takes time and manpower to package the games up for individual shipping, and I will be competing with both other game companies and the rest of the holiday season packages for attention from the packing crew. So as much as I want to guarantee that backers will have their games for Christmas, I cannot. I will however be unhappy if the games do not start shipping sometime in December. My initial shipping goal was November and, while I'm pretty sure they won't go out by then, at least missing by just one month isn't bad for my first Kickstarter project. I just don't want to miss by more than that, especially because it's the holidays; perfect time to sit around the table and play board games! :)

I'll let everyone know once I get more info, but that's where I stand right now.


My Next Game

So, with the downtime of waiting for Manaforge to reach the European shores, I've been putting some of my energy into developing Suicidal Cabbages. I've been a little lax on this front; seems like life has other things in mind for me right now. But I'm putting in a few hours here and there as I can.

For those of you who have playtested Suicidal Cabbages before, especially if you haven't played in within the past month or so, know that the game has gotten a pretty significant overhaul. For starters, here is a rough list of what I began my design with:

- As opposed to Manaforge, which I designed mechanics-first and added the theme onto later, with Suicidal Cabbages I started with the theme and tried to come up with mechanics that matched it. I particularly want a quick, light card game that fits with the tongue-in-cheek silly vibe of the theme, cabbages shredding themselves into coleslaw.
- I came up with two mechanics that seem to fit what I'm going for:
 (1) There need to be 'tool' cards that deal damage to you, representing how much you've shredded yourself. Damage is recorded by moving a marker along a score track.
 (2) There need to be 'ingredient' cards that make up your coleslaw recipe. These work set-collection style, with each ingredient fitting into two of the six possible recipes, and you get bonus points for collecting ingredients of the same recipe.

- These two mechanics, tools and ingredients, represent the core of the game. Everything else might change, but I'm going to try as hard as possible to keep those two pieces in some way.
- Most cards require you to discard other cards from your hand when you play them. The stronger the card, the more you have to discard.
- You draw cards each turn based on how much health you have left. The closer you get to the end, the fewer cards you draw.
- Tool cards have 'timers'. When you play a tool, you play it facing a certain direction, representing the number of 'ticks' (rounds) until it's effects trigger. Each round you rotate the card 90 degrees, representing it ticking down. When it hits zero, the tool damages you and is then discarded.
- As a player, one of the decisions in playing the game is deciding which aspect to focus on. Go heavy tools and shred yourself quickly, go heavy ingredients and rack up the recipe bonus, or try for a balance between the two?
- I have a third type of card, called 'actions'. These are the take-that cards that disrupt your opponents' plans. Slow down your opponents' tools, make their ingredients spoil, steal cards from their hands.

With some of the recent playtests and designer feedback, I've made these changes:
- Previously, each player would take their turn separately. With up to six players, this was way too slow. The game is now draft-style, a la Sushi Go or 7 Wonders. Each player gets a hand of cards, plays one face down, hands the remaining cards to the player to their left, and then flips up the card they played, resolving the effects simultaneously. Good for keeping the game moving quickly.
- With this new draft format, the game is now divided up into two rounds, tentatively called 'lunch' and 'dinner'. When one player hits the halfway point on the damage track, the game switches rounds; players discard their hands, sweep played cards off into a lunch pile, and start the dinner round with a fresh tableau. Players may choose a different recipe for each meal (round), giving an out if the ingredients just weren't going your way the first time.
- Any tools left un-triggered on the board when the round ends get a 'fizzle' effect instead, sort of a consolation prize. I want to try to improve on this, make the fizzle effects more unique, make them something the players might specifically try for.
- Since playing a card carries more weight now (no more card discard costs), 'action' cards needed to be more appealing. So now, they give straight victory points in addition to their effect. Also, in the interest of game speed, a lot of the effects have been redone to either affect only you, or to affect the entire board. Quick calculations.
- I've had a lot of games go 'out of sync', where one player will become distracted and will skip their turn or play twice or something like that. Someone suggested keeping triggered tools on the board, so that you know exactly how many cards each player has played (they should all be the same) and who is missing something. I'm incorporating that idea in.
- The original ingredient scoring was supposed to be triangular (1 3 6 10 15) on the number of unique ingredients in your set. I'm changing that to a flat bonus (+2 each) and seeing how that plays.
- I'm tinkering with the idea of having players keep leftover cards after the lunch round, making a huge hand to pick from for dinner. Dunno yet if this is a good idea.

Whew. Lots of ideas, not all of them good. I haven't found the 'fun' in this game yet, but I'm getting the feeling that each change gets me a little bit closer. Here's hoping I unlock something soon.

Who wants coleslaw? :)

Developer Diary: The Waiting Game

10/15/2017

 
Happy news! The batch of 1000 copies of Manaforge is officially complete! Yay! I recently received an email from the factory saying that the entire set of games is manufactured, assembled, boxed, wrapped, and ready to ship. I'm definitely happy about this, because it's taken significantly longer than I expected to get to this point. Now I can only hope that I make up a little bit of that lost time with the next phase.

The next phase of the journey is shipping seven pallets of board games from the factory in China to the fulfillment center in the U.K.  I've been talking with the company that is handling the shipping, and it seems like all everything is all set. I just have yet to hear any solid confirmation that the games have gone out. I will be pinging the shipping company again over the coming week, just to be sure.

One other interesting note is that two other games are getting shipped along with mine. Same source factory, same destination. Hopefully having three companies leaning on them will be an incentive to keep the process moving, and with a little bit of luck it will end up being cheaper for everyone involved.

Next stop, the U.K.!

Developer Diary: The Waiting Game

8/20/2017

 
Bah. It's been over a month since I've last posted. The time is really flying by. However, there hasn't been a whole lot of developments since the last time.

I'm still waiting for the news that my games are being manufactured. I know progress is being made, because I recently received a photo of some prototype dice from Manaforge:
Picture
Yay! It's great to see my game coming to life like this. Overall, I'm very happy with how these look. There are a couple of flaws though.

- The colors of the 'wind' and the 'water' dice are more similar than I'd like; you can certainly tell them apart but it's not an instantaneous thing like the other dice colors. I don't think this is really something I need to fix, but it does bug me a little.
- The 'gem' icons don't appear to be perfectly centered on the die faces. I'm not 100% sure where the problem lies here. It could be the way they're using the dice asset files I sent them, or it could just be a glitch of their manufacturing process. I've spoken with them about it and I'm hoping they can improve it.

All things considered, these still look very good. I just want everything to be perfect. :)

The latest time estimate for Manaforge is that the entire batch of games should still be completed before the end of August. This means that I'm still on target for shipping the games to backers around the beginning of November. 

Developer Diary: Back From Hiatus

7/16/2017

 
So…  it’s been a *very* long time since I last posted. About four months, it seems. I guess it’s time to get back onto that particular wagon. Things have been very busy since my last post. Here’s is a rundown of what’s been going on:

In case you haven’t been watching, Manaforge funded on Kickstarter! It was looking very uncertain there for a while; the slump in the middle of the campaign was brutal, with a couple of days where the campaign’s dollar pledge amount went down due to a rush of cancellations. (I think that was about the time that a couple of other high-profile campaigns launched.) But due to some advice by Kickstarter expert Daniel Zayas and lots of hard work from my graphic designer Justin Lynch, we managed to give my campaign a makeover and get it back on track. In the end, it was a huge push in the last 48 hours of the campaign that got it over the finish line. It was close; we only overfunded by a few hundred dollars. But that was enough.

On to manufacturing! Since the end of the campaign, I’ve been working with MeiJia, the Chinese company that will be printing 1000 copies of Manaforge. It’s been a lot of back-and-forth with them, trying to get the game asset files formatted correctly for their production process. That work was also hindered by some last-minute changes to a couple of the game’s cards, with accompanying changes to the rulebook. However, as of about a week ago, everything has been submitted and accepted, and we’re just waiting for our turn on the production line. At a maximum, the manufacturing will be completed by the end of August, though I expect it should be done well before that.

In other news, Dice Tower Convention 2017 was last weekend. Five days of non-stop board games! This was my second year attending this particular convention, and it was even better than last year. Last year was a flurry of meeting new people and trying to hold demos of Manaforge. This year I decided to take it easy; just reconnecting with old friends, meeting new ones, and playing lots of new games. I did a few Manaforge demos as well, but only to people that specifically asked for it; I didn’t have a dedicated demo space or anything. Still, I got to show the game off to a lot of people, and I think I scored a couple of extra pre-orders in the process.
​
Finally, with Manaforge on auto-pilot at the moment, I’ve had time some free time to myself, catching up on several other projects that I’ve had to put on hold due to the Kickstarter and accompanying flurry of activity. One of those projects just happens to be the next game in my queue, Suicidal Cabbages. After a break from thinking about it, I’ve come up with a couple of ideas as to how the game could be improved. In its current incarnation, the game is okay but not great; it will need quite a bit of work before it’s ready to be released upon the world. But at least I have a path forward now.

That’s it for the moment. I know I need to get back into the habit of posting; my goal is to post here once a week. Here’s hoping. :)

Developer Diary: Prototypes In, Prototypes Out

2/4/2017

 
There have been several new developments since I last posted. Most of them good. :)

I recently received the new batch of Manaforge prototypes. Yay! Ten new copies of Manaforge to play with. I have to say, though, that these copies aren't quite as good as the last ones. The colors are a bit off (they changed their upload process to take RGB files instead of CMYK), the rulebook is flimsy (somehow it lost the high-quality paper setting, even though I'm sure I checked it), and some of the indented dice have bulges on one side that make them unsuitable for rolling. Oh well, it's good enough as is.

Out of the ten prototypes, five of them are already gone. Four of them were shipped out to game reviewers; I'm going to be getting more review videos for my relaunch. One copy went to my family up in Michigan. (Live near Kalamazoo? Email me and we'll see about setting up a demo.) I think I'm going to hang onto 3 or 4 copies, to be able to do demos and create my own tournaments and such. Still, that leaves me with a spare copy or two. Not sure where those should go.

I've started work on the Kickstarter page for the new campaign. There's nothing there to see yet, it's just an empty page with some pledge tiers. I'm planning on opening up the KS preview link before the launch, so people can give feedback, but it will be a while before we get to that point.

Artwork for the game is rolling in on almost a daily basis. At the start of the year, Manaforge needed 21 more pieces of artwork. As of right now, that number is down to approximately 10. The game's art will definitely be completed before the Kickstarter launches; I'm estimating all the cards will be ready around the beginning of March.

As far as a launch date, I'm currently targeting March 27th. Note that this is a tentative date at the moment; I'm still worried there might be some glitches with coordinating reviews and advertising and such. Still, that seems like an attainable goal and it's likely I will finalize that date before the end of this month.

Last but not least, Prototype Con is coming up later this month! Mystic Tiger Games will definitely be there demoing a prototype version of our other game, Suicidal Cabbages. Depending on the availability of demo time and space, we might also be showing off Manaforge. If you're anywhere near Kissimmee on February 25th, please stop in and see us!

And that's it for now. I'm hoping to have a couple of images of the new cards up soon. Stay tuned!

Developer Diary: More Prototypes

1/16/2017

 
Happy 2017 everyone! Quick status update, since it's been about three weeks since I last posted.

- Most importantly, I recently placed an order for another batch of ten prototype copies of Manaforge. I will probably hang onto one of them, donate a copy or two to prototype libraries or other places where they can get playtested, and send out the rest to game reviewers. These new prototype copies have all of the artwork competed up to this point, and also have the latest batch of rules tweaks.
- Speaking of reviewing, I already have a few game reviewers express an interest in doing reviews before the Kickstarter relaunch. We're gonna try to get the attention of as many people as possible before launch time, and finding reviewers with large audiences is always helpful. :)
- Manaforge's artwork is back at full speed. Of the 21 remaining cards, 14 of them are currently out for illustration, and the remaining 7 will be close behind. I anticipate all of the game's art will be done by the end of February.
- I'm currently reviving the production and shipping quotes for Manaforge. The quotes I had previously were useful for estimation but those expired; I need fresh numbers before I can launch again. While I haven't selected which companies I'm using for 100% sure, I am heavily leaning towards two in particular, one for production and one for shipping. (There might be a third in there, if I end up using a different company for freight shipping versus fulfillment.)
- Prototype Con is coming up soon! I will definitely be demoing Suicidal Cabbages there, but I will still have a copy of Manaforge available for play. Also, depending on the designer turnout at the con, there might be sufficient time for me to demo Manaforge as well.

And that's it for now. A lot of my time is taken up by coordinating with my artists, and with doing end-of-year paperwork. Hopefully the next time I post, I will have the new prototypes in hand. I'll definitely be taking pictures! :)
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