Steven returns from the Indie Jungle to answer the perennial question: do I stay or do I go. Steven hopes to help guide you in figuring out which design or ideas to stick with or to leave behind. His current design Sprawlopolis, mentioned in the post, is killing it on Kickstarter.
Groves is a beautiful game designed by Steven Aramini and Dan Letzring, with artwork by Nolan Nasser, and published by Letiman Games. Groves had a very successful Kickstarter campaign, reaching a funding amount of $38,123 (433% of its goal) and 957 backers. This game recently began fulfillment to its Kickstarter backers, including me! I was lucky enough to own one of the prototype copies of this game and super stoked to compare it to the final production copy. Now that I have both in my possession, I can do just that! Without further ado, Before and After: Groves edition.
Tom chats with TIGR’s very own, Dan Letzring, about his recently, Kicstarted game, Groves.
After a bunch of Kickstarters, Steven returns with another installment of the Indie Jungle exploring partnerships.
I recently concluded my Kickstarter campaign for Groves. During this campaign, I found many ways to help spread word about the campaign but what surprised me the most was how interactive people were with our Tabletopia version of the game. I expected potential backers to be interested in the prospect of playing the game digitally but I did not realize how many would actually play it. We were lucky enough to get data directly from Tabletopia and this post will dive into all the juicy details on how Tabletopia helped drive interest to our live Kickstarter campaign.
I’m BACK! And now a proud member of The Indie Game Report network. This time out I’m talking to Steven Aramini. Steven is the hot designer at the moment. He just had TWO successful Kickstarters (Barker’s Row and Circle The Wagons) and two more going on right now (Groves and Coin & Crown). Steven and I have a real nice talk about those games and some of his game design philosophy. I hope you enjoy it.
Today, Fairway reflects on the very clever “Bag Building” game mechanism used by co-contributors Steven Aramini and Dan Letzring in their upcoming Kickstarter game, Groves. This peculiar variation on the common deck-building or deck-optimization mechanisms results in some fantastic game play. So fantastic, it’s worth exploring in a bit more detail.
It’s the perpetual creator question: how much of the art really has to be done before I launch my campaign? In today’s lesson, Dan takes a stab at answering that very question: how much art is enough?
Steven takes game design into another dimension. He examines using vertical space in game design.
Welcome to the learn to play video for the new game Groves from Letiman Games. If you would like to jump to a particular section, the time stamps for each are listed below. Introduction: 0:27 Setup and Overview: 1:19 Round Examples: 8:36 To learn more about Groves and the Kickstarter campaign, visit: https://boardgamegeek.com/boardgame/220155/groves http://www.tinyurl.com/grovesks If you’re interested in learning about having a Learn to Play video made for your game, please visit my inquiry page here. Find us everywhere! www.TheIndieGameReport.com Facebook.com/TheIGReport Twitter: @TheIGReport Music Intro and outro: Rainbow Street by Scott Holmes Playthrough: Toys by Steve Combs