Category Archives: Games
Paint By Monsters 0.0.6: The Mimic!
He loves to chase down Rogues and other loot-hoarding heroes.
Paint By Monsters 0.0.5: Rogue vs Treasure Crab!
Loot hoarders gonna loot hoard.
Paint By Monsters 0.0.4: A Little UI Goes A Long Way
Both the monster palette and the basic win/loss screens added tonight.
Paint By Monsters 0.0.3: Enter The Mage
Really having fun with this so far. And yes, I realize the video quality on these is not where it needs to be yet.
New Prototype!
Started messing about with this last night, I’m calling it “Paint By Monsters” for the moment.
Mechanisms Prototype Giveaway: June 30th
As I mentioned previously, I’m giving away one of the prototypes I had printed for Mechanisms. I’m going to draw for that prize on June the 30th, and I thought I’d show off the components in advance.
If you’re interested, join the Perfect Minute Games Discord server and react to the giveaway announcement (check the pinned posts in the #mechanisms-beta channel) for a chance to win!
Mechanisms Print & Play Plus a Giveaway!
As part of the process of developing the game that has become Mechanisms, I built a bunch of prototypes. There’s the Tabletop Simulator mod, and a couple of versions on Screentop.gg, and I’m partway through a Tabletop Playground version for Protospiel Online.
But it’s never really a tabletop game until you have cards and chonky bits in your grubby little hands, is it? So I made a Print and Play, which has now had enough printing and playing done that I’m comfortable showing it to you. I recommend the 77mm components, but the 60mm ones are there if you have a small table or just prefer smaller cards and tiles in general.
A good friend of mine is even helping me test setting up a Cricut design so that I don’t have to cut 199 components out by hand every time (You don’t either, by the way – the P&P is organized so you can just cut out what you need as you need it) (but it’s still a lot of cutting).
In addition to the P&P version, I went ahead and laid out and ordered copies from two online game prototyping services – The Game Crafter and AdMagic’s Print and Play. I’m very interested to see how the two compare, but at the end of the day I don’t think I’ll need both on hand.
It occurred to me today that maybe someone might want one, even if it’s just to start the wood furnace (kidding – please don’t burn my baby!). So I’ve decided that once I have had a chance to look both of them over, I’ll give one of the two away, as a small thank you to you folks who’ve supported me as I’ve been figuring out this design.
I expect I’ll have the two copies in hand sometime in June, after which I’ll draw for a winner. Depending on interest levels, I might even scrounge up a few other goodies to give out as consolation prizes.
If you’re interested, join the Perfect Minute Games Discord server and react to the giveaway announcement (in the pinned posts in #mechanisms-beta) for a chance to win!
Meet Mechanisms!
I’ve been designing a tabletop game for a while now, and with Protospiel Online coming up (https://protospiel.online/prototype-games/april-2022/mechanisms-entry-1921/ ), I’ve been focused on making sure I have ways to play the game.
Tonight marks one of the big ones – I’ve started to get a few requests for a way to play the game in person. I tried out The Game Crafter and Print and Play Studio, but for a one-off printing both spots want over $150CAD, which I’ll be ok with – it’s my baby after all – but I don’t want to suggest it as an option to friends and family.
Enter the Print and Play – this is an option that many games use prior to publishing, whether it be licensed or crowdfunded. And, of course, I had to try it myself…
So that’s it. If you’re interested in trying it out, feel free to send me an email or message me on Twitter.
Design Prototyping: Card RPG
Perfect Minute Games is primarily focused on video games, but one of the fun secrets about game design is that paper is always an option for prototyping mechanics. And if you can prototype on paper, you can implement the whole thing on paper.
(Well, sort of. I found out quickly that there are hard limits on how much paper prototyping you can do with a game like Contension without also building the dynamic experience in code!)
The new project, then: It’s a card game. Specifically, it’s a card game taking design notes from RPG-adjacent boardgames like Gloomhaven, Pathfinder Adventures, and Descent; from light RPGs like Fiasco and Thornwatch; from heavier but non-traditional RPGs like Fantasy Flight Games’ excellent Star Wars and Genesys systems and from the Fate RPG; and, finally, from some really interesting indie RPGs like Phoenix: Dawn Command, Ten Candles, and Tavern Tales.
The initial iteration of the game is focused on simple, purely card-driven mechanics and is playable as a regular game akin to Munchkin and other Expandable Card Games. I have, in parallel, been fleshing out an expansion that adds roleplaying elements.
As I’m not an artist, it all looks pretty terrible right now, especially given that there’s no built-in “setting” or “theme”. Please keep that in mind(!) when I’m a little further along and post some shots of the game and “cards” in action.
I haven’t decided whether I’ll establish a theme or setting to “ship” with the core game. At the moment, as with most of my initial designs, it’s mechanics-driven, and I think I can create something compelling without the need to tie it to a single setting.
I’d much rather have expansions (or “splats”, as some folks call ’em) that contribute their own unique mechanics and style sitting on top of the core game. But a lot of the interesting work for projects like this comes down to creating the worlds that players inhabit. So we’ll see.