I Like It Flat
Sometimes revisiting and reviving an old project can be as much fun as starting a new one. You instantly know when something still works and wasn’t abandoned because of a lack of fun or future. I Like It Flat is definitely one of those games.

 

A long time ago in true Brokwerk style Roy and I would go to this all you can eat place and design games. Back then we would still only make mobile and desktop games. We came up with the craziest games like Chocolate Chef Bros, a co-op muppet style arcade game about cooking. We also dreamed up many games that never even saw the light of day. But one was special.

I Like It Flat is one of the few games we really wanted to finish and worked on pretty extensively. But as you might already have guessed from the title we never finished it. Until recently I almost forgot about it. We developed the game initially in Flash (I know), and I was checking old Flash projects I did and it resurfaced. I instantly fell back in love with the game and decided to pick up the scraps myself and remake the game using Construct2, a sort of GameMaker. First let me tell you a little more about the game…

I Like It Flat is an infinite arcade style game where you operate three crushers with which you need to crush objects. The more objects you crush the higher your score will be. It sounds simple and it is. But I wouldn’t be me if it ended there, so I came up with a modular power system. The idea is whenever you crush and object perfectly center you get a Nut. With those Nuts you can activate powers for you next run. Each power has an single effect which ranges from slowing down the tracks, turing the game black and white, or doubling your crusher size. You can activate as many powers as you like.

This is where the real fun starts. Let me give an example. There is a power called Hyper Mode, what this power does is whenever you tap a lane to activate the crusher it automatically activates all other crushers. Super handy you would say because you don’t have to hit the right lane. BUT! Everytime you crush the speed of the tracks increase so now, every crush you don’t increase the speed once, but increase the speed 3 times. Ah! So you might also want to activate the Slow Increase power to half the increase of speed every crush. And that is where the true modularity of the power system shines.

This doesn’t just apply to gamaplay it also creates cool effects you can experiment with. One power is called Color Swap, what this power does is everytime you crush it changes the background color. A pretty cool looking effect, but combine it with Hyper Mode and every crush you change every tracks color. And that is just the beginning there are many more cool effects to play around with.

I am working hard to launch I Like It Flat as soon as possible. At first only on the Google Play store but if it makes a little proffit I will buy an developers license and release on IOs as well.

Stay tuned for updates and don’t forget to follow us on Instagram and Twitter for updates. Let me know in the comments what powers you would add to I Like It Flat!

I Like It Flat
I Like It Flat
Welcome back! The holiday has done me great and I have decided to quit Behind the Tabletop!

Say what? Yes, though I initially though I would try and redesign what BTT was I more and more came to the conclusion it felt more like work then anything else. Next to that I just don’t like making BTT on my own. And now Roy is focusing on the more important aspects of life and not returning anytime soon I decided to stop making new episodes.

I really liked the experience of making a podcast and might even do it again, I still intent to talk and share about game desing and making games. But making a podcast every week is damn hard work. Prepping, recording, editing, posting, maintaining…. pffff. So I decided dedicating my time to making games again.

So no tears! Because I have a game coming out on the Google Play Store soooooon.

Big News! Voting has begun for the Solo Game Design Challenge of the Game Crafter and my game Tomb Roller is in the list!

Tomb Roller Box art

As you might know I’ve entered a game design competition on the Game Crafter website to design a solo board game. The competition just closed and they need to narrow the entries down from 42 to just 20! Of Course I’m hoping Tomb Roller will be one of those 20! You can check out more about Tomb Roller here.

Voting is done by community voting. Which means you do need a Game Crafter account and spend 10 crafter points to vote. So if you have some crafter points lying around come help support me and cast a vote for Tomb Roller here;

https://www.thegamecrafter.com/contests/solo-game-design-challenge

If you like to share this with you friends or give feedback, by all means do! I will post an update once I know more.

Let’s hope for the best!

Times of relaxation have come here at Brokwerk! I will be going on a family holiday and will therefore be adjusting the release schedule of Behind the Tabletop.

Unlike many pro’s in the field we don’t have any fallback episodes, we just started and released our podcast. This is something I intend to fix when I get back from the holidays, be it solely for my own relaxation. I also would like to use this time to reconsider some choices made regarding the podcast and how I/we intend to keep it going and with what angle. Exciting stuff if you’d ask me!

These next couple of weeks I do intend to keep writing and designing, so make sure to follow us on instagram and twitter, to keep posted!

To gather some inspiration, let me know in the comments what you would like to see/hear from us!

Voor de eerste jubileum aflevering van Behind the Tabletop geef ik mijn kijk op het belang van prototypen en unbox ik mijn eerste door the game crafter geprinte boardgame! Spanning en sensatie!

Prototypen lijkt zo vanzelf sprekend en logisch maar veel developers gaan er aan voorbij! Logisch of niet ik deel deze week mijn kijk op prototyping. Waarom zou je namelijk de extra tijd besteden aan een prototype? Ook unbox ik “live” mijn eerste professioneel geprinte prototype; Tomb Roller!

Even wat anders in Behind the Tabeltop! Gister had ik 20 vragen gepost over tabeltop games en game design en vandaag beantwoord ik ze zelf op de podcast!

20 vragen over mijn gaming habits en design dromen. Van werken bij Wizards, dobbelstenen, dobbelstenen, dobbelstenen tot het re-skinnen van X-wing tot destruction derby game… Wat zouden jullie antwoorden? Laat het ons weten!

En zoals beloofd in de description Mark Rosewaters GDC talk

I was searching for something to talk about on my Podcast when I stumbled upon an old interview I did when I was just starting out in the games industry. Inspired I figured it would be cool to make my own version of it about tabletop games and game design. Answer the questions in the comments or share it on social media, I’d love to read your answers!

I thought it would be nice to get to know the tabletop (design) community in a different way. On the next episode of Behind the Tabletop (which will air Friday) I will be answering these questions myself as well. For now I will post them here and on social media, and I want to encourage all you tabletop gamers out there to have a crack at it and share your answers! If all goes well it might even inspire more of these interviews on the podcast! So without further a do…

The Behind the Tabletop Interview
  1. What’s your favorite game right now/of all time?
  2. What’s a game you love that you wish you designed/worked on?
  3. What is your favorite type of game to play?
  4. Which game would you say you have spend the most time on?
  5. What type of games do you hate playing, and why?
  6. Do you rather play with or against other people?
  7. What is the #1 game on your wish-list right now?
  8. What does your “buying a new game”-process look like?
  9. If you could only save 3 games from your collection, which would you save?
  10. What is your most memorable gaming moment?
  11. What is your favorite game component?
  12. Do you have a designer role model? if so who is it and why him/her?
  13. What would be your favorite type of game to design?
  14. What is your all time favorite mechanic, and why?
  15. If you could re-theme a game, which game would it be and with what theme?
  16. What do you dislike most about designing or playing games?
  17. You get the chance to redesign any game. Which would it be and what would you change?
  18. If you could design a game for a specific (type of) person, who would it be and why?
  19. What was the last “thing” (this could be anything really) that inspired you to make a game of your own?
  20. What would be your advise for (other) designers?

 

 

 

 

Tome Roller Prototype
It feels a little weird to write an article about motivation while I myself struggle to create. Or does that make me an expert? I have been offline for a while… There weren’t any new podcasts and articles, and though I finished a game (Tomb Roller, more on that later) I had trouble focusing and staying motivated. Lots of things happened, and with Roy working on Cavemen Stories I was at it alone. I found myself more often on the couch then behind the tabletop (see what I did there). But why? And more importantly what did I do about it?

Creating as a hobby/side gig is a lot of fun. You get to do what you love and make your dream projects come true. But let’s not forget making dreams come true is also a lot of hard work.

Whether you are creating a podcast, a blog, a vlog, games or whatever, staying motivated when life happens can be challenging. Whether it’s because of the kids, because of work, school or illness, sometimes you just can’t get yourself to create. For me that used to lead to feeling guilty about not working on my projects and living up to expectations (which I usually created myself!).

And yes I said used to, because that’s the first thing I did, letting go. The funny thing is, it’s ok. We get so hung up on being “a indie developer” or whatever, we easily forget it’s ok to take a break sometimes. I learned a long time ago that getting worked up and convincing yourself you have to create gets you nowhere. For me doing just that leads to failure and frustrations, which results in me being less motivated! Working hastily and without focus, just to “work”, never did anyone any good. You will find when you take a break and (really) focus on other things you might learn a thing or two or get inspired in a weird way. In the end for me it’s the quickest way to get my head back into the game.

Motivation also has a lot to do with purpose and drive, hence your “motivation to do something”. It’s good when life has you down, to reflect upon why you’re doing what you’re doing. For me motivation often comes from realizing why I create, not from me having to. I love sharing experiences, ideas, and knowledge about game design, and in doing so I want other people to get inspired. That I guess is my purpose. Of course your second question should always be “does that make me happy?” If the answer is no, odds are motivating yourself will keep getting harder and harder.

But purpose can also come from the smaller things in life. I mentioned Tomb Roller in the intro. It’s a game I made for a game design competition (more on that later), and actually managed to finish in the past couple of weeks. Doing this competition was a surprisingly fun experience. Because of the smaller time frame and clear goal it also was really motivating. So when motivation was low finding some “casual commitment” did the trick. I can imagine collaborating, or doing a challenge on your favorite forum will have the same effect.

And what do you know I even wrote a new article! These are just some really simple ways to find motivation. But I would love to hear how you get back on the horse when life happens? Let me know in the comments!

 

 

 

Wow! Het is even geleden maar we zijn terug, nou Lex is terug. En deze week kijkt Lex naar de “Meta Game” van The Mind.

Er ligt een game op tafel maar wat is het spel wat de spelers spelen? En heb je daar als designer rekening mee gehouden? Deze week kijken we naar het episch The Mind en het creëren van een Meta Game.

Image result for the mind card game

Deze week in Behind the Tabletop kijkt Lex naar de creatieve ruimte die een solo game spelers en designers kan bieden.

Roy is even afwezig dus wat is een beter onderwerp om het over solo gaming te hebben. In deze wel zeer korte Behind the Tabletop heeft Lex het over solo games en wat er kan gebeuren als gamers met zichzelf spelen.