So, it's another new year and I guess that's as good a time as any to reflect a bit and think a bit about where I am from a game design point of view. How did the last year go, and how am I planning to move forward?
Well, I'll start with the biggest point from last year: I signed a game with a publisher. I haven't been given the nod to start shouting about this yet, but will give you the lowdown as soon as I can. The publisher has been showing some early copies of the game at trade shows this month, so it should be imminent. This is exciting stuff, and I can't wait to tell everyone, but patience is important as part of building a good working relationship.
![]() |
The Castle War as it was around August last year. |
Other than that, I worked with another designer on a game based on one of their past (unpublished) design that developed into something significantly different, and we have already pitched that to a publisher, who has taken a prototype for evaluation, and we are hoping to hear back in the next month or two.
Ongoing project, The Artifact, about which I have posted here a number of times, is chugging along. I've been working with co-designer Alex Cannon mostly online, though we have met up a couple of times and played the game, plus have both managed some physical tests with other folk. The game is feeling like mechanically it is pretty much sorted, but one aspect, a "project board" that effectively handles the scoring and victory conditions, is proving tricky to get right. I think we are close though, and we are hoping to be able to pitch it for publication some time this year.
My card game, The Castle War, has also made some significant progress, in partnership with a publisher. The game is not officially signed, but I am content with how we are moving along with this one, and the game is finally feeling pretty solid.
The other game I have done significant work on in 2024 was Sympolis, my card and dice cooperative game. In a similar way to The Artifact, the core mechanisms of the game are working well, but I've been struggling to get the finishing details locked down; in this case it is how to balance the challenge so the game feels like it builds to a tense culmination. Unfortunately, here I don't have the luxury of a co-designer to work with on these issues. I have some ideas that I am experimenting with though, so I'm sure I will get there.
Reflecting on this for a moment, I think that I am learning that I am stronger at working on a core engagement than I am at delivering a punchline. I have had playtests of Sympolis, for example, where the players have really been chewing on the challenge and engaging strongly, only to be disappointed when that tension dissipates into an unsatisfying endgame. I think this is partly because I am inclined to just sketch out a rough endgame and leave it like that while I do everything else. This can work fine when it's a straightforward duelling game, or a classic "play ends, then count up points" Eurogame, but not so much in most of the games I have worked on lately. I should watch out for that.
More generally, how was the year? Well, aside from the obvious high points, I have picked things up a fair bit from the lows I reached a year or two back when the get up and go had thoroughly got up and gone. I'm still not good at organising playtesting sessions, but I have been to some good events (a couple of invite-only playtesting weekends, for instance), and have got back into the swing of regular meetups with a couple of other game designer friends. I still have a long way to go in really getting back in the proverbial saddle, but the direction of travel is correct, I think.
So for this year, I think it should be more of the same, and probably more more of the same. I'll be meeting up with designers, attending a small number of conventions and games days, volunteering at the playtest zone at UK Games Expo, and hopefully actually sorting out more regular playtesting locally. Maybe even pitching a game or two. I've been really feeling good about collaborations with other designers - some have worked well so far, and some not so much, but that's to be expected - so I'll keep looking for opportunities to work with others.
I'm also tinkering around with roleplaying games a bit more again, which is a hobby that used to take up most of my time before I switched priorities into board games. Hopefully I'll get to play and run RPGs a bit more than I have been. The "random table per day" challenge I set myself last year was roleplaying-adjacent, and I'm thinking about working with some of that material to see if I can turn it into something more.
Other than that... I'm not really one for new year resolutions, so I think keep on going, be kind to myself, and try to help others... that'll have to do for now.