Good progress!
I've been focusing on points and how they're scored. Picking up Ambrosia from the board took too much commitment, so I redid them as 2-space pieces (instead of 4). I really like how they turned out! They remind me of the charms from Diablo II.
Good progress!
I've been focusing on points and how they're scored. Picking up Ambrosia from the board took too much commitment, so I redid them as 2-space pieces (instead of 4). I really like how they turned out! They remind me of the charms from Diablo II.
There are 2 things that bug me about where AGT is at.
1. When purchasing upgrades, there is often a "right" answer.
2. Reaching a point threshold triggers the end game, but if no takes points, there's no incentive to pivot from engine building to securing points.
There are 2 things that bug me about where AGT is at.
1. When purchasing upgrades, there is often a "right" answer.
2. Reaching a point threshold triggers the end game, but if no takes points, there's no incentive to pivot from engine building to securing points.
Not a lot happened with A Greek Tragedy. Tweaked some text on cards. That's about it.
I DID however work on "Fear", a placeholder name for a questionably themed press-your-luck game. Fowers has words, Hargrave has nature, Clair has transparent cards, and I have press-your-luck.
Not a lot happened with A Greek Tragedy. Tweaked some text on cards. That's about it.
I DID however work on "Fear", a placeholder name for a questionably themed press-your-luck game. Fowers has words, Hargrave has nature, Clair has transparent cards, and I have press-your-luck.
I roughly paint the indentation, print a jig (which could be deeper...) to hold the shape, then wet-sand the face smooth. The jig isn't necessary, but it makes it easier.
I roughly paint the indentation, print a jig (which could be deeper...) to hold the shape, then wet-sand the face smooth. The jig isn't necessary, but it makes it easier.
I shaved off some rough edges, tied up an annoying loose end, and added a touch of whimsy.
Change #1 - Ambrosia is now placed one at a time via card draw, instead of during setup. It makes setup faster and adds some extra spice and decision-making during a round.
I shaved off some rough edges, tied up an annoying loose end, and added a touch of whimsy.
Change #1 - Ambrosia is now placed one at a time via card draw, instead of during setup. It makes setup faster and adds some extra spice and decision-making during a round.
I know July is almost over...
In the earliest versions, the gods escalated within a round. ie, Circe got worse each time you drew her. BUT every time I changed the deck, the probability of escalation and the balance of everything would shift.
I know July is almost over...
In the earliest versions, the gods escalated within a round. ie, Circe got worse each time you drew her. BUT every time I changed the deck, the probability of escalation and the balance of everything would shift.
After getting interest and feedback from a couple publishers, I threw every ill-advised mechanic at the wall to see what would stick. "How do I make this game more strategic? How do I give players more agency?"
After getting interest and feedback from a couple publishers, I threw every ill-advised mechanic at the wall to see what would stick. "How do I make this game more strategic? How do I give players more agency?"
Alright. Agreed. Back to the drawing board!
Alright. Agreed. Back to the drawing board!
My "big" game is "A Greek Tragedy", a medium-light press-your-luck engine builder. The other has the working title of "Okay, One More", a much simpler press-your-luck game.
My "big" game is "A Greek Tragedy", a medium-light press-your-luck engine builder. The other has the working title of "Okay, One More", a much simpler press-your-luck game.
I made a bluesky because it's the thing to do, but I don't know what to do with it except follow board game influencers. My FB is basically a meme channel, with very few personal projects, so maybe I'll make this a game design journal? I've got some prototypes to brain dump.
I made a bluesky because it's the thing to do, but I don't know what to do with it except follow board game influencers. My FB is basically a meme channel, with very few personal projects, so maybe I'll make this a game design journal? I've got some prototypes to brain dump.