CaptainKlutz
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captainklutz.bsky.social
CaptainKlutz
@captainklutz.bsky.social
Environmental Physicist, card and board game designer, karaoke enthusiast
Queer mixed-race chronically ill immigrant
if there's one good thing that's come out of this whole debacle, it's that I'll never question a disabled person or someone with a chronic condition when they say nobody understands their problem or takes it seriously. because holy shit if they can't even get a sore tummy right then I have no hope
November 17, 2025 at 10:26 PM
Me earlier this year: "hey doc the proton pump inhibitor you prescribed me is actually making things worse for both my stomach AND gut"
Them: "ok try this" *hands me prescription for omeprazole*
At that point I was convinced they were trying to make things worse for me as a joke
November 17, 2025 at 10:04 PM
They've been very helpful and are much nicer to use than plastic cubes!
November 3, 2025 at 9:03 AM
Spoiler alert: most don't, and instead work full/part time/contracted alongside designing games
November 3, 2025 at 6:48 AM
This along with "you don't need a complete game to be able to learn huge amounts from playtesting" are my two main pieces of advice
To add on to this, for my prototypes, I always learn more information in 30 minutes of playtesting than I do in a month of notebook writing and theorycrafting, but the time spent on theory is not wasted, as it accelerates what you learn from getting the game onto a table. Good luck with your ideas!
November 1, 2025 at 9:14 AM
No markings. I agree it's harder to tell the difference, which is why I always look for artist credits before starting to investigate further or accuse. Bosodo (first two images) don't list a lead artist. Their giant card art is horrifically pixelated (implying generated image, scaled lossily)
October 29, 2025 at 4:18 PM
By the way, giant cards like the ones in the first picture with AI generated art were on and around the MAIN STAGE of SPIEL. You know, where every single talk was held about how board games and the developers and artists who make them are important? Really cool stuff.
October 29, 2025 at 3:11 PM
1/20 is an estimate, I stopped keeping track of them after a while. The games with AI tended to be the first and only game of an independent publisher with a heavy focus on advertising. I'll attach some images of examples, some will be from websites because as I said I stopped documenting them all
October 29, 2025 at 3:02 PM
Also, don't feel the need to make an entire game before testing. I'm making a game right now where players are expected to juggle three different kinds of mushroom and I'm going to test it with my friends... with just one type each. To make sure the very base of the game works before expanding on it
October 29, 2025 at 7:20 AM
To add on to this, for my prototypes, I always learn more information in 30 minutes of playtesting than I do in a month of notebook writing and theorycrafting, but the time spent on theory is not wasted, as it accelerates what you learn from getting the game onto a table. Good luck with your ideas!
October 29, 2025 at 7:16 AM
Yeah UKGE, my first ever game con, set my expectations high with an entire half hall- imagine half of Halle 2- just being tables for people to sit on, unpack games, meet strangers, etc. So coming to Spiel, which people talk so highly about, and seeing that pushed out to the floor of the lobby is oof
October 25, 2025 at 6:37 PM
I think heavier games are represented strongly here because of margins: a few hundred sales of expensive games could recoup more of the production cost than the same amount of smaller games. And yes it's definitely a shopping con first, a shake-hands-in-backrooms con second
October 25, 2025 at 12:41 PM
factorio does a great job of making you feel like an unwelcome invader. everything is beautiful without you. you start expanding your factory and trees wilt, water turns brown, and the native wildlife becomes hostile
October 24, 2025 at 3:42 PM
They admit they have been struggling to greenlight and conduct long term studies on games in the classroom and student learning. Ideally they would be followed for 4 years. There are problems with logistics and ethics
October 24, 2025 at 2:58 PM
"It's about providing a low risk, high impact way for children to develop and improve"
October 24, 2025 at 9:31 AM
As with before, it's important to teach children about the importance of strategic thinking, available resources, expected outcomes, and review the decisions made during a game. Without this review stage ("make thinking visible"), students are less likely to get good takeaways
October 24, 2025 at 9:28 AM
Strategic thinking and looking for reasons why they might have lost a game helps children develop better emotional regulation and encourages them to improve rather than shy away from failure the way that, for example, a maths test would
October 24, 2025 at 9:26 AM