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Print and Play for Treasure of Skeleton Island

I’ve put together the print and play files for our Treasure of Skeleton Island prototype using a handy Python script. It’s not super flexible yet, but it is solid enough that I’m ready to release it to the world, so go visit the bitbucket repository. For future projects, I’m hoping to take advantage of Squib for […]

Introducing Treasure Island: The Microgame

In late July, Steve Cole of Escape Velocity Games announced a contest he was running for microgames based on classic novels. You can view lots of the entries in the corresponding BoardGameGeek thread. Strangeland Games threw our hat into the right with a set collection game based on Treasure Island. The rules didn’t require a new game […]

Cursed! has begun shipping

Cursed!, the game we successfully kickstarted in the spring, has begun shipping. Read all about it in our project update.

Cursed! Kickstarter Update Roundup

Here is the condensed version of all the Cursed! action that we’ve been reporting on over at the Kickstarter Campaign since our last Cursed! blog update. We have finalized the rules based on playtesting. We’ve changed the format of the rules document a bit, so once we finish the conversion process, we’ll be posting the rules […]

Cursed! Call for Playtesters

Our Cursed! Kickstarter Campaign has funded! Thanks to all of you for your support, we got 70 backers and just $3 shy of 170% of our goal. We’re very grateful to all of you and have already begun finalizing art and rules to send to The Game Crafter for production. We’re going to do one […]

Dev Diary: Design Progression

Simultaneous with our Cursed! Kickstarter campaign, we are doing fairly extensive play testing and refining of the actual product. As we state on the project page, the game is in roughly a beta stage, and we’re really nailing down what it’s going to look like and play like in the final release.

Tabletop Day Feedback

We made the conscious decision to launch our Kickstarter campaign on International Tabletop Day, with people in the Tabletop frame of mind, knowing we’d also use that day to visit a few friendly local game shops and get some play testing of Cursed! from excited participants.

Dev Diary: Creating Game Mechanics

One of the primary goals we have as developers is to bring something unique to each game we develop. While Cursed! is certainly influenced by previous games in the tabletop card game space, it was important to us to create something different. 

Game Development Theory

If I say (write, type, whatever) “game theory” and you leap to concepts like Nash Equilibria, zero-sum, minimax, or maximin, then you’re not quite in the right place, but I encourage you to stick around. You may learn something. For those of us more concerned with having an enjoyable game night than we are with Mutual […]

Game Development, First steps

The idea is that this will be a sort of a walkthrough for the independent game developer. So you’ve been playing lots of games, and you have decided that you might like to have a crack at making one on your own, or with some friends. Congratulations. This is not going to be easy. At […]