My first installment of art posts for Arimes of Primus. Starting off with Creeping Tiles! These little creatures are quick but vulnerable. Their ability of providing attack bonuses if killed make up for their vulnerability.
For Armies of Primus I needed some custom dice for attacking and defending. When I was starting out I simply used standard d6’s from the dollar store and provided players with a roll chart. Using a roll chart was useful when fixing the die face balancing before I committed to a final layout and design. After I was sure of the balance, I printed black and white symbols onto mailing labels and cut them by hand. As an added protection I spray lacquered the stickers with some Rustoleum NeverWet spray. It was a bit of work but in the end, the beta dice work great and are much easier to use than a roll chart.
Just the other day I received an order of prototype cards for my second game that’s in the works. It’s a quick party card game, more details to come! Right now I just want to give a shout out to Drive Thru Cards for their service and product quality, thanks guys!
A good friend of mine, James Van Niekerk, is currently working on short session RPG game called MINIONS OF MORDAK. I gotta say now is an amazing time for the genre in light of the Gloomhaven craze that’s currently sweeping the board game scene. Even though Gloomhaven offers a short of shortcut to traditional RPG’s like Dungeons and Dragons, Minions of Mordaks streamlines this type of game further. One of the hardest parts about roll playing games is the time commitment, this is coming from the flakiest D&D player known to me. James also uploads visual and game design tip articles that offer good advice for anyone starting out at making their own games! I’m excited to get involved and give this game a try!
For more info visit minionsofmordak.com.
This past weekend I ran another playtest it was a one on one battle. I was excited to find the economy of Mana in the game flows much better. But now (as pictured) players are able to amass too many creatures. Not a problem to fix, all part of the fun of game making!
I’ve been vigorously play testing an upcoming title, it is currently in it’s beta stage, and one of the biggest challenges I am facing is game economy. Right now I’m trying to find that sweet spot between giving the player too much currency (in this game: Mana) and not enough. The game takes a little too long for a player to gain enough Mana and make a significant amount of in-game purchases. The end goal is to make each player feel like they get a lot done in a turn, and not that they are infinitely waiting on Mana to generate.
Quillow games marks a new venture in my creative career. I’ve been on app development teams, done freelance illustration, attempted a few comics, but this is a whole new beast altogether. I’ve always been drawn to board games and I’ve attempted to make more than a few growing up. Something about interacting with other players face to face has always drawn me in, but It wasn’t until I started working with Sean Scott Garrity of Baksha Games in 2015 that I really started to grow a deeper understanding of how games are created and all the work that goes into them: balancing mechanics and design, colour and text, rules and cosmetics. How can the information be simplified for the user? Does the art and design lend itself to intuitive play? These are just two of the many questions an artist/designer looks at when putting together a game. It’s a long process but we all do it for the love of games!