Link

Flatlined – and back

Yes I know. You visit the pretty little place called GreenHookGames to get a dosis of great art – but there’s NOTHING there! My fault. The short story is that all my time was filled up with other exciting things that I will list here for you.

  • Family 
  • Work
  • Making new Hero art for Skrald that we now gave an english title
  • Making a few sketches on characters for a Uptimegames
  • Helping with protoype art on a game by the Designer Erik Sundén
  • Trying to fix some ideas for a more compressed Cathedraw
  • I will be working on art on a new upcoming game by Fabricio Leotti
  • and finally making art and design for my own game “Party Survival” that will be on Fastaval 2019.

There are usually not so many comments on this website – and I have considered it being the fact that interviews don’t demand for commenting. But it could be a huge motivation factor for me. Therefore I will ask you – who is your favourite board game artist at the moment?

Cyberpunk-themed game

I will soon show you some of the art I’m making for Fabricio.

Whirling Witchcraft

Erik Sundéns game is called Whirling Witchcraft and will hopefully be featured in an article here soon.

World of Waste (Skrald) 

will be produced in a small batch soon to be used with school kids. Were are planning to pitch some publishers to see if we can find someone that wants to have this awesome set collection game in their portfolio. To that we also made a game page you should chack out (currently only in Danish).

Party Survival or Survival Party?

My game Party Survival (that I have been told does not really qualify as a party game ) has undergone a lot of changes and could have its own article. I am really thrilled on how it plays now and will need to test test test before Fastavals deadline.

You need warmth to survive in Party Survival


CatheDraw REVOLT is out

The short story. I made CatheDraw a roll & write game and for a long time I wanted to fix some issues in it. I changed the game so it could be played without cutting cards and I added a threat to the gameplay. The threat being possible uprises & revolts. Now I put the game up for download because I want you to play it. I have used a lot of time trying to figure out the best way to present all the information on the Player Sheet.

My last score was 184. What is yours?

 

Get the game here.

 

CatheDraw Revolt Files

 

 

Here is a quick introduction to the game

 

FAQ Cathedraw Revolt

How to score flying buttresses or stone pilasters?
You only score points when pilasters and flying buttresses are placed furthest to the left or right in the row they occupy. So in this example the two red ones score zero points and the ones marked with green score 9 points together.


Designing for game competitions

For the last couple of years I have participated in several design contests driven and curated by the community. The most recent one being the Hookbox challenge by The Game Crafter. I haven’t used TGC before – but the title of the contest just pulled me in. Again and again I wish I had done things differently and better and that is why I want to share a few thoughts on how to get the best out of board game competitions.

Understanding the premise

A contest is by definition a competition where there is one or more winners and entrants are rated by judges.  This is some contest you might come across:

  • Contests that is community driven: This is like on Boardgamegeek forums or Bgdf. You will have a lot more openness and interaction during development. You and the other participants are the judges.
  • Contests facilitated by publishers with an intention of publication.  This can be a publisher looking for a new way to play an existing game or need another game of a specific type.

If you want a game published you might be using your time better that entering design contest  – but if you want to improve your design skills and challenge your passion it is a great way to interact with the community. Some games get picked up by publishers like the games of Todd Sanders.

Read the rest of this entry »



Art matters – even in indie game contests

The Hookbox challenge semi finalists has been chosen, and I am thrilled that Downhill Daredevils is among them.

Now it is time to conclude my experiment. I looked at all games before voting in this last article. Even if it NOT fair to only rate a game by the cover – this is what I did, to see if there is a connection between visual appeal and votes in contests like this. I wonder if the order of appearance on the site reflects the number of votes? 

 

My favorites  Semi-finalists
 Gunplay  Yes
 Mission Control  Yes
 Mine, Mine, Mine  Yes
 Smuggles N’Snuggles  Yes
 Gluttony 18
 Duelling Dinos  Yes
 Empire of Swords
 Battle Stations
 Turris  Yes
  Do not open
 A kings Jest
 

 Looked good

 Doomsday Device
 Saloon Goons!
 The Coup
 Totem’s Call  Yes
 Fury Road
 Crazy cat laydy
 

 My Close-ups

DomiNations
Commons
Canyon Racers
Heist
DuelofTheDungounDesigners
Starfighters
Shields Up  Yes
Armour Up  Yes
Inconceivable

 

Games I choose that looks good and could be printed in colour.

Since 20 of 129 entries was selected it is 15,5 % of all submission. If I selected 10 random of the 129 entries approximately 1 or 2 of them would be selected as semi finalists. Now there is 6 (60%). This to me indicates that the looks is a huge factor. This should off course be held up against how good all games where to play… because maybe the art is irrelevant and these games just was better in play.

 

Games that I think looked good but did not have a free PNP download

Only 1 of these was selected and this could indicate that the community don’t vote on thing they can’t test or see properly.

 

Among the semi-finalist there is a couple great looking games that I oversaw, like Reign.

 

The conclusion must be

When entering a board game contest – Hooking up with an artist friend is a good idea and remember to share your files with the community