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Hypercube games12/11/2022 ![]() And figuring out the puzzle was super satisfying. All of those had tremendous amounts of luck involved, and here was a game that, while it DID have luck elements, it had so many choices to make when it was my turn. Up until that point, I had been introduced to Monopoly, Candy Land, Life and Sorry. The A-MAZE-ing Labyrinth was a game I played when I when I was only six and it was a favorite for me because it wasn't a roll-and-go. This was largely due to two specific games in my life. Turco: I've always been very interested in the gritty mechanics of a system. TechRaptor: Who/What are some of your major influences? How have they shaped your own approach? After that most everything else boils down to simple choices like what art do I like, or how big should it be? Once I've found the fun - the tweaking begins to make it a balanced and interesting game. Plenty of decently produced games are just not that fun for a myriad of reasons. Where exactly is the fun in a game? Just because a game is a game doesn't mean it's inherently fun. ![]() Then I take a step back and I ask people and myself where the fun is. Play it until you hate it, and play it one more time. Then when you've got a very basic idea, play it, show it, play it again. Once you've built out its core, you can add a few more things that fit further to the theme. For instance, If your mechanic basically boils down to making circuits, you can make it anything from sci-fi to trains, but the theme still needs to fit. If you have an idea for a cool mechanic, then you should start thinking about what that'll mean on a board. Turco: Generally, my approach starts with a theme and a mechanic. TechRaptor: How do you prefer to approach game design? (Balance, tweaking mechanics, artistic direction, etc.) When we were playing the game we found that we could always do something but it often times felt like we were all the same person, so the player actions reinforce the theme and individuality of the characters. Another thing we added which I later found out was originally planned, were player actions. This was so anti-deck-builder rules that it was just overly confusing. ![]() If that was the case, when it's your turn to draw cards, you'd have to draw one at random from your discard. There were times when you'd run your deck down, and be unable or unwilling to purchase anything in the loot row. However, we had found that to be super confusing. The cards you used to "buy" would become your new deck and the loot would go into your hand. Originally you only ever recycled your discard into your deck when purchasing loot from the loot row. When Ed (Healy) and I started playing around with it, and while we liked it and knew the game was going to be good, it wasn't quite there. Turco: Like most games, DB went through many changes, but I received the game when it largely looked like it does today. ![]() Resolve fights by playing combinations of cards, but take care, your hand doubles as your lifebar. Players control one of four heroes, their attributes determining their playstyle. Featuring art from Ryan Long, it promises to be easy to pick up and play. You can continue to back their Kickstarter until June 27, 2019. At time of writing, it has already met its $5,000 initial goal. If you are interested in supporting Dungeon Brawler, you can do so via this Kickstarter page. ![]() With a playtime of about 30 minutes and support for 1-4 players, Gamerati and Hypercube Games designed it for easy, quick play. It seeks to capture the feel of classic beat-em-ups such as Streets of Rage and Final Fight as a cooperative card game. Dungeon Brawler is a joint venture between Gamerati and Hypercube Games. We discussed how crowdfunding affects game design as well as his team’s upcoming Dungeon Brawler tabletop game. This spring, Techraptor interviewed Joey Turco, event host for the Gamerati Meetup Group. ![]()
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