Category: Uncategorized

  • Scheduled Play Testing Event in December

    I’ve scheduled in a play testing event to take place on Sunday the 16th. See the Event Page for more info.
    nI’ve opened up 6 places for the session – this is to ensure that everyone will get to play themselves and I’m hoping to get a good conversation out of you all after the game about how it went and to collect some ideas and thoughts you might have.
    nIf you can’t make this date, or if it fills up, don’t worry, I’ll be planning plenty more of these in the weeks to come.

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  • Action Cards

    While Action Cards (the cards you hold in your hand and can use on yourself or other players) were not part of the original version of the game, by version 3 I have seen them rise in importance to probably be the most vital element that needs work to perfect the gameplay.
    nPlay testing so far with regards to Action Cards has given a huge amount of insight, and I’m looking at several aspects to refine the way they work.
    nSome key findings:

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    1. Action Cards are the primary mechanic to ensure players are not playing solo games
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    3. Players want to have a variety of cards in their hands at all times
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    5. Cards should be generic enough to be usable most of the game
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    7. Players need incentives to use cards and not to hoard them
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    9. The base probabilities in the game are too low for high impact Action Cards
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    11. Action Cards need to be simple to explain and remember but interesting and engaging
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    I’ve had some ideas following on from this, I was thinking about potentially making each Action Card dual purpose – so it can be used on yourself as a buff or an opponent as a nerf – but discussions highlighted this could invalidate point 1 above which I believe is probably one of the biggest weaknesses of the game in its current form.
    nAs a result, my next step for Action Cards is to develop a new set that will consist mostly of small nerfs (negative effects) that should be played on other players at specific times – such as during the selection / matching / post-matching steps of the turn. There will also be additional buffs for yourself, and some form of ‘nope’ will need to be present.
    nThis structure of specific timing during a turn, but hopefully a generic effect that is applicable during most of the game, should encourage players to use their cards when they can as well as pay close attention to what the other players are doing. Hoping to support points 1, 3 and 5.
    nSmall additions to this include a starting hand of 3-4 cards and a maximum number of cards a player can hold in their hands, covering points 2 and 4.
    nSo the final action is to cover point 6 and ensure that the Action Cards themselves have the right level of detail and flavour to spice up the interaction in the game. I guess I’ll get to work!

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  • Getting started…

    Hi everyone, the first update on here from me I guess should be about this site. I’m putting this together to have a place to communicate to the growing fanbase for Gay Sauna the Board Game, as well as to start documenting the journey I’m going through as this game goes from the rough sketches of a game to something resembling a fully fledged idea in reality.
    nI’m super excited to be able to work on this project now, and while it’s still early in the process, I can’t wait to get moving on all the things that I need to do.
    nTo give a bit of an insight, at the moment I’ve categorised my tasks into:

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    • Game Mechanics
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    • Art & Design
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    • Background & Character
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    • Marketing & Promotion
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    My biggest focus at the moment is still on the Game Mechanics, as this is ultimately the core of the game and will make or break it, but given that the project is evolving and the play-testing is going well, I thought it was about time I branched out into some of the other categories to flesh out the project and get things moving.

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