Thursday, July 25, 2019

Four Tribes Review

I've been enjoying a game I bought recently. It's from fellow indie designer Jason Glover at Grey Gnome Games over the last couple of days. It's called Four Tribes, and it's available from The Game Crafter here.



The game is a light two-player card game with some additional components. It's got a fun mechanic, plays quickly, and involves some nice strategy, along with some luck. The art is really great, as it is for all of Glover's games - he's a great artist in addition to doing the designing. I'm still figuring out the best strategy, and I'm not always seeing why some options are possible (e.g. why I would put any cards on the opponent's side of the river other than the special cards I have to place there). I like the winter village set because I think the higher number of buildings makes the strategy more interesting. Some games have been decided pretty much by luck, but most of them have involved some cool strategic decisions and management of cards. The design is elegant and uses its pieces well, and there's more than enough randomness and variety that the game feels different each time. It fits nicely in the new medium boxes from TGC, although I wish there were a slightly larger bag for fishing around in - it seems not quite big enough to randomize or to fit my giant meaty fist into. I've ended up using an alternative hidden building choosing technique that's working better. My daughter (pictured above) would prefer that the chiefs you're recruiting didn't use the same colors as the buildings, since they're not related to each other, but that's a minor quibble. I also find the special cards, which have interesting abilities, are often just used as wild cards for their numbers, but sometimes the special powers matter and are fun to use.

Cool, unique game, and well worth the purchase for me.

Sunday, July 21, 2019

Diggity from Sugar Dice

I have no idea what they're saying, but it's really neat to see people in another country enjoying (I hope) my game.


Saturday, July 20, 2019

It's nice to write to creators

I got two emails today that made me feel good about this project. One was from a person asking if she could get the completion stickers I made for Doctor Esker's Notebook for people to use on their Escape Room Passports (see here for details: https://wetheenthusiasts.com/). That was neat, to see that she cared enough to memorialize the event, and that somebody actually wanted one of the stickers I made.

The other email was from a guy my age who just wanted to say that he enjoyed playing the game with his kids. Very kind thing to do - he didn't need to, but he just wanted to let me know that he liked it. This is important to remember - there's always somebody on the other side, at the creative end of whatever you're using for entertainment, and if you can let them know you got something out of it, that's always worth doing. They'll be happy all day.

Wednesday, July 17, 2019

Sequel is at the printer

I've got the art submitted to the printer, both for a reprint of Doctor Esker's Notebook, and for the sequel. Very exciting! Waiting on proofs.

Friday, June 21, 2019

Great review from G33K-HQ!

I got a terrific review from G33K-HQ for Doctor Esker's Notebook. Here's a link to the review:

G33K-HQ Review

Sounds like they had a great time with it. WARNING: There's a little bit of a spoiler for the first puzzle in their pictures.

Wednesday, June 5, 2019

Doctor Esker's Notebook project financial update

I've been doing a series of posts about the financial end of my game project, and I haven't posted an update for a while. I'm nearly to the break-even point, which is great! I'm at $-194 by my calculation, with revenues of $3,454 offsetting expenses of $3,649.

I have sold 386 games and sent out 35 as promo or reviewer copies. I have 134 in stock at Amazon, and another 525 or so at home (uh, I mean in my warehouse 😀 ). I make about $9 per game depending on the sales channel, and I am not incurring too many new expenses at this point - the major expenses were printing and development, and I don't have many ongoing costs (other than the cut Amazon and PayPal take from each sale). So, I could make up to about $4,000-$4,500 on this if I just sell out the print run and don't do anything else.

Sales have taken a little bit of a hit over summer. I'm at about two sales a day, where from February to April I was at more like three a day. I hope that's just seasonal and not a trend. Nearly all sales now are through Amazon.

Here's the info in graph form. First, expenses and revenues by category:

The picture above shows revenues (above zero, climbing) and expenses (below zero, mostly flat). Time progresses along the bottom, but not evenly - initially I was updating every day or two, but now I'm updating less frequently.

Next, net revenue (income minus expenses): 



On this one, the time axis is properly scaled. I'm almost back to zero, as you can see.

Of course, I'm not including the time I've put into this project. My hourly wage is something like negative fifty cents an hour. So, this isn't (yet) a good way to make a living, put food on the table, or pay for health insurance. It's not even a good investment relative to a good solid mutual fund, although it will be if I sell out the print run by the end of the year, which looks likely if sales pick up a little around the holidays.

Anyway, looking good. I should hit break even sometime later this month.

Saturday, June 1, 2019

Daggers Highschool by Jorge Zhang

One of the guys who reviewed Doctor Esker's Notebook is a game designer himself, and he's just launched a new Kickstarter for his game. The game is Daggers Highschool, a deckbuilding game that simulates a frenetic, comedic, and tremendously stressful high school, with deckbuilding mechanics. Looks like fun!

The link to see more is here: Daggers Highschool
Boardgame Geek link is here: Daggers Highschool BGG

Development version shown below:

Monday, April 29, 2019

Excessive game box size

I've been really enjoying Splendor, which I was given for Christmas. I've played a couple times in the past week after playing it for the first time a few years back.

I've been thinking about box size. I've commissioned some cool art for my card game Horde, and I'd like to get that printed up for distribution. It uses cards plus some scoring tokens, so I need a box big enough for about 90 cards plus 11 tokens and a set of rules. I've been using TheGameCrafter's token chips, which are a satisfying size and weight. All of that could probably fit handily in a small box.
Interestingly enough, that's also about the same component set as Splendor, although it has more like 40 chips instead of 11. Still, it shouldn't need a big box. But they gave it one! Here is a comparative look at the game:

The top picture shows how it's packaged. It looks nice. Below that is the space all the components actually take up.

Clearly, it doesn't need this big a box. It's bad for the environment and bad for storage. It's 80% empty space, and it needs a huge blow-mold plastic frame to hold it all. I wonder, though, if people are willing to pay more for it (and think more of it) if it looks like a bigger game than it is. At $25 retail, or $40 MSRP, I bet a big chunk of that price is actually the empty space in the box. I wonder if I can pitch a smaller box for Horde and convince people that it's as much of a value small as it would be with wasteful packaging. Sometimes when we shop we're just dumb sacks of meat, and I think this might be one of those times.


Friday, April 12, 2019

A business milestone - $2K

This past week I crossed $2,000 in revenue for Dr. Esker's Notebook. The last bit of that came from a distribution deal in Canada with a game store, who bought forty copies at a steep discount and arranged for a U.S. cargo forwarder who I could send the games to, which saved a lot on shipping and complexity for me. I am very grateful for that.

I haven't tried to get into game stores directly other than this effort, and I think that might be a cool avenue to pursue, particularly if I do another print run. Here is the updated revenue and expense chart and net revenue track. I've had pretty healthy sales on Amazon for the past week (around 2-5 per day), so that's helped too.  I've gone from being $3500 in the hole after printing to $1650 in the hole now, about two months later, so that's good progress.