Getting there - almost caught up! This is for #Day24 of #Gobtober & #Inktober - the prompts were #explorer and #bake
I may have gone in a different direction for that second one… ;)
Running behind, but catching up! Here’s #Day23 of #Gobtober and #Inktober for this year. The prompts were #infested and #dapper.
This little guy is one of my favorites so far this year. Just kinda love the idea of a fancy gobbo with swarm druid vibes…
Q: What surprised you during testing?
A: The friendliness and eagerness people are to enjoy your design. Surprisingly few have proven to be cynical or snide. Nearly everyone I've met has been encouraging and helpful. #QnAwB#MoM
Q: How did you test the game?
A: First, I struggled to build a working prototype, driving my wife crazy. Next, I met gamers at local bars, game stores, conventions, expos, parties, and everywhere I could think of to play it for the next 8 years (and counting). #QnAwB#MoM
Prompts for #Day22 in #gobtober & #inktober are #daredevil and #beacon
This 1 started with the gob on a rope until I thought about the fact that the beacon should be up high. So I flipped it...
Not my fave, but it makes me think about a podcast I haven't heard in far 2 long.
Q: Did you cut any features?
A: Several rules and actions have fallen to the bin: Discard and card swapping mechanics, setup mechanics, the Ruin mechanic, Cupid mechanic... I can go on. #QnAwB#MoM
I'm managing to get #Day21 in just under the wire! The prompts for #gobtober and #inktober were #dragon and #hero respectively. I let this one get away from me a little since, you know, DRAGON. Ahem. More to come!
Q: How important is strategy vs luck?
A: I dislike randomness in game design, and adding the new Coin and Wall setup added a lot more luck than I prefer. With that said, I've found that using good tactics reliability wins in Maze of Minos. #QnAwB#MoM
Q: What emotions did you want players to feel?
A: Tension and Satisfaction from in-game problem solving. THere's several obstacles that players manipulate to slow opponents and open opportunities. #QnAwB#MoM
#Day20 of #Gobtober and #Inktober - a little later in the day than I originally intended, but I’ll take it!
Prompts for the day were #Undead and #Lounge
Given my nom de plume, I think it would be particularly interesting to create an undead shaman…
#Day19 was a lot of fun to draw the prompts for #gobtober and #inktober were #steed and #confused.
Not sure I managed ‘confused’, the steed looks more ‘annoyed’, but I can live with that.
Q: What makes this game unique?
A: Player Actions divided into cards seems new, and how a few limited actions are combined to represent the card theme. #QnAwB#MoM
#Day18 of #gobtober and #inktober had some prompts which required some consideration when put together. But in the end, I think that I managed to tell a little story with #tinker and #flightless
What do YOU think?
Q: Who is the target audience?
A: Families is always my target audience, being a Father of three. But to be fair, I was also looking at supporting retailers and playtesting with more serious tabletop gamers. #QnAwB#MoM
Q: How many players is it designed for?
A: 2 to 6 Players. I was discovered that the game shifts from strategic at 2 players to tactical at 6 players. Feels best between 4 to 5 players.#QnAwB#MoM
Q: How long did development take?
A: Once Coins and Peek were added, it took 2 years to get to the first stage of development and ready for Kickstarter in April of 2018. After that failure, I refined the cards, setup, and mechanics for 2 more years. #QnAwB#MoM
Q: What inspired Maze of Minos?
A: Maze of Minos was one of several rough concepts that didn't work until one mechanic completely changed how to play the game: Scry (or Peek in the beginning) #QnAwB#MoM
We're going to start a series of Question and Answer with Brad (the creator / designer / developer of Maze of Minos). To follow along, check in on #QnAwB
We'll probably also include #MoM (for Maze of Minos)
Watch this space!