Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Friday, June 6, 2025

Asylum Earth Cyberpunk Board Game and Novel are Back

 What a difference a year makes

Not so long ago, I was down and out for the count. Today it feels like I'm on top of the world. In just a few short months, I met someone who lifted me out of the mire and into a much better world.

Dear gamers, this is not a rags-to-riches story, but it sure comes close, and it is absolutely true. If you recall or go back to my previous posts, I spent two weeks in a hospital battling COVID, a little over a year ago. I honestly didn't know what would become of me. Would I survive? And if I did, would I remain functional? God only knows, but I'm still here, and Asylum Earth is back on track, as you can see below, and I'm planning on taking this game to the Ancient City Con in September. That's in St. Augustine, Florida. I live about 45 minutes away. I'll be there for the weekend and I hope to present my game and novel and get to play Asylum Earth with several visitors. It's going to be a great time.

As you can see from the photo below, the covers have changed for the better. This is the same image I found on Etsy months ago, and so far it's working out nicely. Featuring the main character, Andrea Estrella, looking fierce. The official name for the game is Asylum Earth: Supreme Survivor. The novel is titled Asylum Earth: Age of the Apocalypse. The novel centers around the impending Apocalypse and what starts it in the year 2057. Sorry, Texans, but the Apocalypse kicks off in Austin, much like Dasha's little diddy. So what is it about Austin that everyone seems to pick on that poor city? Well, back in the day when I finished my military career, I washed up in Austin myself for some time, straight out of Fort Hood. Thanks for the great memories, Austin, but I'll try to be kind in my story.


I'm still finishing up the game. In fact, I'm play-testing again this weekend and hope to tie up a few loose ends, improve some of the artwork that printed too dark in the last prototype, and enlarge some of the text. Other than that, everything looks really good.

Here's a link for the convention in St. Augustine, Fl. I'll be attending the weekend of September 13-14. I hope to see you there. I'll be posting the location of my booth or the spot where you can find me later this month.


Here's artwork for This-Is-It T-shirts I'll be making for the convention. It's so good to be back. Stay on for the ride because this is about to get interesting and exciting in the following months.







Tuesday, October 5, 2021

Remnants of The Apocalypse - The All New Cyberpunk Board Game

Edge of The Apocalypse Box
New Box Bottom


Here's the bottom, or back of the new box. As you can see, I've divided it into halves, or two columns because it's easier to read that way. And it's packed to the gills with a lot of good stuff.

The goal of this copy is to intrigue players with the theme and highlight several unique features of the game. In this case, I've included the words Cyberpunk and epic, and I've mentioned the video links, which are exclusive to this game. That shows potential buyers that this game is unique and unlike many new games, they can look forward to something truly new and different.

Walking A Fine Line

There's a fine line one has to straddle when it comes to originality. Sure, you want your game to have new and unique features but you must also include familiar features and game mechanisms so players won't feel so isolated and lost from the start.

In Remnant's case, I've chosen to start the game with character placement. That way the game opens with a familiar mechanism that most players of worker placement games already know. From there, more options allow players to choose their best strategy and paths they might take to win the game.

Game Overview and Cyberpunk Themes

You'll also notice that above the main text I've added a short summary of the game (gray box) including the features that make it unique. That helps players imagine how the game plays and its overall tone. In essence, this short paragraph must hook the player at first read. Keywords are important so I've included the word Cyberpunk to reflect the theme and tone of the game. Plus, the character images above also serve as a hook. One of the main characters is Pucho, a notorious hacker of his time.

Story Hooks - How Many do you Need?

In fact, that short paragraph in the gray box includes no less than five hooks. Count them and see why this is so important in attracting and intriguing players right away. Let's face it, there's not a lot of room on the box for long-winded text. You must highlight your game's unique features and what it has to offer from the top in very short order.

As you read the remaining copy (about 6 short paragraphs) you'll need to include even more hooks throughout so make sure to highlight all the exciting and engaging stuff your game is made of. Remember, you only get one brief chance to make a great impression so make it count.

When writing copy, always keep in mind the main theme of your game and its unique features, and work all that into your writing. In this case, I've mentioned Cyberpunk and also worked in the CTA or call to action with two lines:

The Moment is Here, The Time is Now.

About Themes

As far as themes go it's worth mentioning the difference between the main theme and minor themes in your story. In Remnant's case, the main theme is survival during the apocalypse but the overall tone and backdrop are Cyberpunk. That means, digital events, including but not limited to hacking, digital tech, screen displays, advertising references, holograms, and more. Something along the lines of Blade Runner 2049, which has been an inspiration for this game and its three books.

To Buy or Not to Buy

Asking potential buyers to buy your game can be stated in many ways. I tend to never use the word "buy" because it has a connotation of loss built into it, as in spending. Although, if you use the word buy it's okay, I suppose as long as buyers feel that they're getting their money's worth.

Otherwise, I do prefer to include a soft CTA, as I've done in the text for this new box.

Sidebar:
I've also included a promo for the first book in the series, Edge of The Apocalypse on the lower right. The paperback is available on Amazon but players can download a free PDF copy on The Game Crafter Downloads website.

For my next post, I'll feature the new collectible hardcover novel that will be out next year to accompany the new game. It has a new cover! By the way, the difference between the hardcover novel and the three paperback books is subtle but somewhat obvious. For example, the novel features the three short stories integrated as one continuous story as opposed to the three books, which each have their own ending. Also, the full-length novel includes several chapters, e.g., The Notorious P.I.G., aka, Pucho Is Great, not featured in the short books. More about this in an upcoming post.

Please leave your comments and questions below and I'll be back with much more about Remnants and its progress along the way.

Until then, play on, folks!

Friday, June 18, 2021

Who's Who? Amazing New Characters in Millennium Board Game

 

Here's a cyberpunk image I found on Canstockphoto.com for one of Millennium's role card decks. 

I'm calling him, Pucho (pooch-o) and he brings some much-needed levity to the game. I'll simply add a sly smile with Photoshop and set him free inside the game.

I've added some "funny" dialog between him and Andrea when they meet in the novel edition of the three books. Otherwise, you can also read the short introduction in Edge of The Apocalypse, Andrea's Journal.

For aspiring writers, check out how I presented this character by not using gratuitous humor as you might expect from a Joker. Humor comes later in the story. When you read the passage, this mugshot will make total sense.

Actually, I did hit the jackpot by finding CanStockPhoto.com because they have a great selection of apocalyptic and cyberpunk scenes. The only drawback is when the model's mug for the camera. I can hardly use any images when you pose or stare into the camera unless your character is trying to make a statement about their demeanor or connect with the player in some odd way.

On the left is another main character, Freedom, also from CanStockPhoto. This is an original shot that I've modified for the playing card where she has a weapon (for self-defense). 

BTW, several of my posts are out of order because this was a previous draft I'm finishing now but you can see the finished playing cards for these 2 characters in the post below.

I just wanted to include this short article so you can see the difference between the original photos and the final playing cards. As you can see, in a post-apocalyptic world, these characters fit in perfectly, and as I've said before, I'm going for a certain look and feel for this game so it's evolving nicely so far.

My next hurdle is to design interesting mechanics to give these characters meaningful actions that bring players closer to winning the game. That's easier said than done but it's not rocket science, so I should be able to figure it out soon enough.

Yes, it's an unusual way to design a game but for me, it makes sense because I'm starting with the end product in mind and working my way backward until I find the perfect blend of imagery and gameplay that's fun and interesting. 

I'm not your typical board game fanatic and that can be either an advantage or disadvantage but I know enough about playing board games to design the kind of game I can't find but I'd like to play. And so that's where Millennium comes in. This is the kind of game that's different yet familiar enough to attract players in this genre.

And speaking of genres, apocalyptic and post-apocalyptic board games are not usually runaway best-sellers by any means but there's still an active audience that enjoys playing these kinds of games. Besides, Millennium is a different kind of post-apocalyptic game with a focus on positive outcomes, as opposed to the doom and gloom of other games in this genre.

That's a fine line to walk but I don't mind taking chances especially when so many of those dark-themed games are so played out. Not to mention this game is female-centric so it's a different POV angle altogether.

Everything remains to be seen. It's a roll of the dice as everything in life is so we'll see if I can get to the finish line by next year and finally put the game out there. Either way, it's an accomplishment and a stepping stone to other games and stories that are worth telling.

As the old saying goes, "no risk, no reward." 

I'll see you back here soon. 

Say it in the comments, please.




Saturday, January 4, 2020

New Apocalyptic Board Games and Books 2020

Millennium Board Game
Happy New Year, folks!

Here we are, the year 2020 and I for one am grateful to have made it this far. (For those who have cheated death before, you know the feeling.)

And as you can see, Millennium is still on board, beaming down and standing tall like a monolith from another time, waiting to be discovered.

Actual landing time is 9/11, 2020 so it's coming, and before you know it, it's here for the world to see and play.

Sounds dramatic, I know and only time will tell how this game and the books that precede it will be received. I'm working on a shoestring budget so promotions are limited. I'm still testing the waters and so far, I'm happy with the results but in a perfect world I'd market these products in a more traditional way.

ebook, Edge of The Apocalypse
I'm hoping to get a bump from The Game Crafter website, once I release the game for sale. That's the only venue that will offer the game for now until I can get it distributed in stores. And TGC, these are the folks who produce the working prototypes.

Right now, this game and several others in development are a family affair and mostly designed and promoted entirely by myself, and that's difficult enough because unlike most gaming endeavors, I don't have a team of pros to help me get this out there.

Luckily, I'm well-versed in many areas, but that doesn't mean I have it locked down by any means. When all is said and done, there are going to be plenty of loose ends in play.

There's so much to do and so little time to get anything done so it's a challenge in more ways than one, but no excuses. You do your best, make adjustments, and let it go.

And along the way, if you're stubborn like me, you break most conventional rules and try to set different standards in the industry. Probably not the wisest choice to start with, but that's my style. I'm basically going for broke, all in, do or die. (If I can think of any other cliches, I'll let you know.)

Meanwhile, I encourage you to live your dreams and start with what you have. Don't wait on anyone else. Take control and get going. You can learn along the way and if you fail, you've gained valuable experience for your next endeavor.

My reasoning behind these games and books is that I've set out to design and develop Sci-Fi games that I'd like to play and to write books that I'd like to read. Hopefully, many people will join me and connect on some level with these games and stories.

If not, I'm having the time of my life trying, and right now, that's keeping me motivated and driven to succeed. If you'd like me to feature your Sci-Fi game or book, let me know in the comments or drop me an email, I'd love to write it up here.

Please leave me your comments and questions below. Also, consider joining my private email list (above, right column) so we can stay in touch if you're interested in any of these games or books.

Until next time,

Play on!

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I almost forgot to mention that I'm finalizing editing on all three books. If you'd like a free PDF file of Book One, let me know, or check out the Amazon Preview.