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?
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
Recently, Dan had the opportunity to sit down with Matt Holden, the founder of the Indie Game Alliance (IGA), a group formed to help smaller publishers unite to make a bigger splash in the board game industry. He provided some insight on the IGA, what they do for publishers, and how they can help a publisher’s campaign before, during, and after their campaign!
The only platform I have ever used to crowd-fund my projects. Up until recently, I had never used IndieGoGo or GoFundMe. Recently, I (along with many other creators) have been approached by IndieGoGo to run an InDemand Campaign for one of my previously funded Kickstarter Campaigns InDemand is set up so that creators can take an already funded project (on Kickstarter or IndieGoGo) and continue to collect pledges for as long as the creator wishes. I recently gave InDemand a test run for my game Gadgeteers (which funded in September 2016) and I wanted to discuss my experience with this feature.
I often browse many kickstarter forums (mostly the groups on Facebook) and I often see the question come up of “Should I include a Print and Play (PnP) in my campaign?” Whether you decide to offer it for a price or give it out to everyone free of charge, I definitely think it is a good idea to include a Print and Play in your Kickstarter campaign. This post will explore all of the reasons why I feel the way I do.
In a busy travel week like Thanksgiving, Fairway picks up yet another game involving terrible modes of transportation (read his review of Eriath: The Worst Ship in the Universe). Today, he hops aboard the highly flammable Aerclanken ship of Dirigible Disaster.
In episode 47, we go dinosaur wrangling in Dino Dude Ranch! A family friendly 2-5 player game that is really easy to learn, and really fun to play.
This week, Dan takes us through his experience with child-safety testing of his game Dino Dude Ranch. For designers thinking about making games for children, this must-read post covers everything from who he used to test, to the costs of doing it, and whether he feels like it actually helped.