03 February 2018

Free Release: The Dare

It's been a while but I made another game. This one is a Twine-game so it's text-only but don't let that fool you: You will have a scary ghost-story, elements of survival-horror and some riddles that differ every time you play this thing. I'll write more about my learnings when it comes to using Twine in another blog post – perhaps even make a bit of a tutorial. Being a gamepunk, I like the accessibility of the tool but dislike the somewhat confusing repository of information and documentation online (which the release of Twine 2 has only made worse). Anyhow, enjoy The Dare!

12 January 2018

The Lost Games part 1: Star Atlantis

Even, or especially, in the age of computers, some things are lost forever. They may be digital things that were pre-interent. They may be digital things, that are so obscure and obsolete, that nothing can access them anymore without spending way too many resources. And they may be things that are now impossible to find, thanks to algorithms in search engines that are optimized to other things that are just more popular and have sprung up in the meantime. Let me talk about one such game.

08 June 2017

Gonna be at Nordcon

So, first time I will actually show WE'RE GOING ON A FUCKING ADVENTURE! to the public. It's the first print-prototype still, with its small errors and not ideal material on the tokens but it'll do. If you want to play and are in Hamburg this weekend, come by the convention and sit down with me (or my buddy Justin). I'll be in the Spielkultur-Tent, waiting for players and probably socializing with old friends I only see once a year at that particular place.

27 April 2017

A Let's Play!

So, Choose your own CaveVenture got its first let's play. The guy was kind enough to tell me so in a comment on the release-posting. If you want to see someone go into the cave blind (so to speak), enjoy this:

I shall repeat my statement I made in the video comments: I'm totally willing to do a co-commentary on any play of my game via Skype or something.

11 March 2017

WGOAFA: A Dev-Diary of Sorts

So after my unboxing, I've been digging my claws into my board game, trying to get out the last kinks so I can finally click that check-box in the store on Gamecrafter to release it to the public. The errors I have found so far are pretty much all my fault, not the print on demand place's, so I can actually address them by going back into the graphics files and fixing them for a re-upload. Here's what I found and did so far:

26 February 2017


Hi everyone, another half-year has passed without a posting from me. That is because life sometimes gets in the way of hobbies. I haven't been idle, however, and we finalized graphics for the board game project I have been on-and-off working on over the past three years. Long time readers may remember it. Everyone else: Take a look at that link and then come back. Seen it? Good, now buckle up and get ready for an unboxing of the first printed prototype of the thing. The artwork by Julia Stein, a good friend and excellent artist, together with good-quality cards from The Game Crafter
have made the following possible:

WE'RE GOING ON A FUCKING ADVENTURE is a cooperative board game for one to five players. It's about dungeon-exploration, monster-fighting, loot-looting and character-upgrading. In the end you fight a dragon – if you get that far. It brings the fun of a dungeon-crawl RPG to a table of people who may have no pen-and-paper-experience and doesn't even require a game master. It'll be print-on-demand so customers in the US are going to be at an advantage for now.

I hope to finalize details and get rid of smaller errors over the next couple of weeks and then it'll become available through the Game Crafter web store. I may at some point do a print-run for the European market but we'll see how things work out. I'm not a salesperson and have no intention to load myself with a basement full of board games. But perhaps another solution will present itself in time.

If you want to give the game a try, I'll be at the next Nordcon where you can check it out.

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