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How We Printed the Tasty Humans Board Game Kickstarter

Brand Game Development

It’s a tile-placement, puzzle-solving board game for 1-4 players about villagers attacking monsters. Except it’s from the monsters’ point of view! You can read more about that by clicking on any of these articles. So we followed this basic process for the box, boards, rules, cards, and tiles.

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How Much You Should Spend on Board Game Advertising

Brand Game Development

A puzzle-solving, tile placement board game for 1-4 players.” A lot of people obsess over CPC (cost per click) or impressions (number of ad views). What’s important about all the metrics above is that you want to watch the amount of revenue your ads are bringing in, not necessarily the cost per click. Eat villagers.

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My Elephant in the Room, Part 1

Designer Notes

So, why should I go back to make a historical, tile-based 4X game? Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. somewhere in the comments.

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

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How to Make a Tabletop Simulator Demo of Your Board Game

Brand Game Development

It saves you a ton of money and time on prototyping. It takes less time to create a prototype. Because high-quality physical prototypes can be expensive, Tabletop Simulator gives you the ability to show potential fans what your game is all about without committing to expensive physical prototypes. Click Table on the menu.

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building a better drafting game

Interesting Choices

I've been fascinated by board games that revolve around drafting for years now, and in early 2011 I wrote a post on the pillars that make these games click. I've created an online prototype for playtesting that has seen almost 2000 games completed with at least a dozen players clocking in at over 100 games apiece.

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