The Crunch Continues

Since my last post I've been hard at work getting games ready for this coming week. It's been pretty hot and heavy. My efforts have been split between Space Chase and Lords of Battlemore. Space Chase has been a lot of finishing work before I send it off for a nice prototype print. If that sounds tedious, it is. Lords of Battlemore on the other hand has been creating first draft designs which is a far more creative (and fun!) endeavor. Developing Lords has brought back up one of my biggest faults when I prototype - focusing too much time into the look of the design. I know I shouldn't fuss with it as much as I do, but I justify it due to how design often influences gameplay. I feel like good design, color usage and a gameplay cheat sheet can alleviate a lot of rules confusion. When people test my games for the first time I want them to focus on how the game feels and not the curves of learning a new game. Also, I like designing. So there.

Space Chase has already gone through the gauntlet in this regard, but still needs finishing touches. It's instruction manual (which is high on my love, hate and priority list) is getting a graphical overhaul. Luckily it's not a part of the prototype that's going to The Game Crafter, so it doesn't need to be finished this week.

The prototype test group meets this Thursday, so Lords will need to be complete by Wednesday. I'm pretty sure I'm ahead of the game (nudge nudge), but I know not to relax. Prototyping is a slippery slope.

- B