It’s my new game! Stardust is a co-operative game for 2-4 players where you and your fellow astronauts guide your spacecraft to its destination at- what’s that, the airlock’s broken? I can’t fix that, I’ve got to run
these diagnostics and then I’m due a sleep, and- okay. I can stop by the
workshop and print something, but…
You and your friends will have to work together to complete objectives, repair damage and generally try not to die in space. There’s four playable characters with unique abilities to help you on the way, and I kinda went hard on the y2k style because I could.
Shannon McDowell, puzzle maker and escape room designer, discusses what designers and publishers need to think about when designing puzzle games and games with puzzles in them.
Shannon has done a ton of research on puzzles and how they relate to culture and cultural biases for Wilfred Laurier University. And she has a great system for defining and understanding the different types of puzzles in games.
Jeremy Howard, reviewer at Man vs Meeple, discusses what makes a great solo game.
Jeremy is super passionate about solo games, and we dive into examples of excellent solo games, capturing tension, solo modes for multiplayer games, and more.
[mobileonly]To download this episode to your phone, click HERE.[/mobileonly]
You can play heavy eurogames and crunchy strategy games on Tabletop Sim, but I don’t think that’s getting the most out of it. There’s a lot of games that have lots of neat automation if you want to play something a bit closer to a video game, but I feel that the game really shines when you’re using it for the things that only board games can do - playing with your friends.
Sam Stockton, founder of B.A. Games, discusses everything you need to be planning for and thinking about when demoing your game at conventions (both in-person and online).
Sam has been working conventions for years, and we get into booth setup, hiring volunteers, explaining your game, and more.
Dustin has been working with TTS for years, and we cover basically everything you need to know to get your game on the platform and why it’s a good idea to do so.
Stephanie Kwok, designer of Ducks in Tow, discusses the process of simplifying a game down to its best possible version.
Stephanie is both a designer and a publisher, so she offers both perspectives as we talk through ways to trim, cut, slice, and dice a game so that its most fun parts shine through.
Kirk Dennison, founder of Piecekeeper Games, discusses some pretty heavy topics as we get into self-care, mental health, depression, burnout, and more.
Kirk went through a pretty tough time of life a while back, and we delve into issues that I believe a lot of people are struggling with right now. We also get into strategies for dealing with and overcoming dark times.
And be sure to check out Kirk’s latest project, Rurik: Stone and Blade, on Kickstarter now.
Casey Hill, founder of Hill Gaming Company, discusses the process of turning gamers into raving fans.
Casey works for the software company Bonjoro which is hyper-focused on customer engagement and retention, so we have a lot to chat about when it comes to creating raving fans.
In this episode, it’s just me and I’m talking about why game design matters. In a world with so many pressing issues, it’s easy to not realize how important games and game design really are.
I tell some personal stories and also get into where the Board Game Design Lab is headed.
And be sure to check out my latest project, the Board Game Design Starter Kit, on Kickstarter HERE.