05 July 2016

Free Release: Midnight at Halcyon's Coven 2016

After the One Page Dungeon Contest 2016 is over it's time to revisit my first foray into that competition: Midnight at Halcyon's Coven was a mess so I decided to re-make it. Using all I have learned about making One Page Dungeons, I cleaned it up. Let me elaborate.

The original had three specific problems: Problem 1 was way too much work I put into the 3D-rendering of the bunker and its furniture. Hours upon hours went into coffee-mugs and desk lamps that would be invisible in the finished product. That work however, has been done and this is not a problem for the reader - so nothing's to be done about that.

Problem 2 is that ugly frame. It was supposed to make the whole page look more professionally lay-outed but it makes large swaths of text harder to read. While the new version looks a bit less stylish without it as I have not found a good replacement, having no frame is better than that one.

Problem 3 is the most glaring one: Way, way too much text. I left nothing to the imagination of whoever is running this adventure and that was very foolish. The large amount of text gives unnecessary details and forces the font to a tiny size that's a terrible chore to read. I cut it back to the bare necessity. So, I hereby proudly present to you:

Midnight at Halcyon's Coven 2016

07 June 2016


So, after the release of The Lair of the Voidbeast comes the results of the One Page Dungeon Contest. I made it into the Penultimate Winners Circle, which I am somewhat proud of. You should all definetly check out the contest entries, as they are all diverse and interesting.

In other news, a YouTuber named Jupiter Hadley (if that's her real name, her parents are incredibly cool!) has tasked herself with playing ALL the entries of the Low Res Jam 2016. In episode 22 she gets around playing a minute of our offering, Low Res Dungeoneer.

I might enter a nice press snippet with

"I wish I knew what I was doing" - Jupiter Hadley

on the itch.io-page. Cheers!

27 April 2016

Free Release: One Page Dungeon Contest 2016

Three years after my first entry into that prestigious contest on pen & paper adventure design, this is my second attempt to leave my mark:

The Lair of the Voidbeast - a Non-Euklidean Dungeon

It's inspired by this and the follow up. Folded into a cube that you might wanna hide behind a screen it could potentially flabbergast and bamboozle players who like to draw maps while exploring. Next up: A remake of my first One Page Dungeon, after having learned a bit more on design and legibility...

18 April 2016

Free Release: Low Res Dungeoneer

So, Niels and I did it again. After Choose Your Own CaveVenture we collaborated on another game project. It was another game-jam as well, the #LowRezJam2016. Only rule was that the resulting game should not exceed 64 by 64 pixels.

We did what we do best: A roguelike. I whipped up a quick design doc outlining everything and then made the Pixel Art. Niels, as usual, did the coding. See for yourselves, it's playable in your browser if you have a functioning Unity Web Player and there is a downloadable Windows-Version if you don't:
Here you go!

20 March 2016

One Page Dungeon Contest 2016 - Sneak Peek

So, the One Page Dungeon Contest 2016 is around the corner. Deadline is May 1st, so there is some time left. This year I'm working on something quite special. Here's a little sneak peek of my work in progress:

It's been three years since my last entry in that competition. Back then I made several rather big mistakes I'd like to address here.

25 January 2016

Bacon Game Jam: GunMaker 4: Gold Edition

So, hi blog, long time no see... I've been part of a team of guys participating in the Bacon Game Jam over the weekend. The result of our work is GunMaker 4: Gold Edition, a title that I am proud to announce is totally overselling the finished product. But finish we did and the result can also be a fun tool to create weapons for any cyberpunk-RPG. I even released the graphics as CC3.0 so you can do pretty much whatever with them, as long as you mention me. Check it out and come back to read about my experience with this particular game jam after the jump.

When you only have 48 hours, cloning graphics is your best friend...

29 June 2015

On Randomness in Board Game Design

As I am now a father and busy with other projects, such as the (German language) NPConline, where I am editor-in-chief of all things text. I have recently left this place here to its own devices. But now that my son is slowly getting into an age where play starts to have any meaning, I intend to return here sometimes, be it only to note what we're doing. The roguelike board game I've been working on is also still in the making – the prototype has been feature-complete for a while and a friend of mine is currently making art for it. I think it's gonna be amazing. Anyhow, let's talk about randomness in board game design – it's not as bad as its reputation!