Here's a little story about how things change, and how long things sometimes take.
Almost exactly four years ago, I was chatting with friend and fellow game designer (with quite a lot of published titles), Dave Mortimer, and we decided to design a game together. We wanted to do something lightweight and aimed at families with kids, and liked the idea of it being about squirrels looking for nuts. Not a bad starting point.
Our first pass made a game with the working title of Squirrelled Away, that played in two phases. In the first phase, players place tiles to form a map of a wooded parkland. The tiles were double sided, with the same terrain features on each side, but on one side of many of the tiles there was an icon indicating a nut or a hazard (like a dog or a cat). During the second phase, you would move a squirrel token around, flipping tiles, tying to find the nuts but avoid the hazards. It was this a mixture of press-your-luck and memory.
As this was 2020 and collaborating in person was difficult, if not impossible, we worked on this online, with virtual prototypes built in Tabletop Simulator and then the then-new-to-us Screentop.
An early Squirrelled Away version on Tabletop Simulator. |
We iterated over this design a bit and included a couple of other people in tests, but the game just came over a bit flat. There just wasn't the excitement that you would want from a press-your-luck game, and it was too chaotic and unpredictable to make a good memory game. One tester suggested something along the lines that we should choose one of the aspects of the game and just lean into that.
At this point, we kinda ran out of steam, and the game got put on a back burner while we both did different things.
For ages.
Then earlier this year, I pulled the project out again, had a chat with Dave about it, we bounced some ideas around, and I committed to trying something new.
It took me a while to get around it, but I eventually got rid of the tiles, created a game board and some counters (all of this was just paper, for speed of prototyping - and difficulty of play), and tried it out.
Moving from tiles to a board with many tokens on it. |
Some solo plays showed that it was definitely better, but still lacking significantly. It was, however, a base that we could start working on. I had a meetup with Dave, we played this version, agreed it was rubbish, and got to re-engineering.
Over the next couple of hours, what we came up with bore little resemblance to what I had brought along, but was actually fun to play. Shonky, but fun. The discussion was basically... How about just losing the board element and, maybe, just pulling stuff out of a bag? How about introducing different types of nuts, so we can make it a set collection game? How about we take inspiration from roll & write games and give everyone a player mat to use for organising sets?
Some scribbling on bits of paper and scrounging around for components we could use to try it out, and we were up and running.
Trying something new: stock components and paper with scribbles on FTW! |
We managed to rope in a passing family member to sanity check what we had, and then started discussing potential improvements. Over the next week or so we put together components for a virtual prototype, Dave did some modelling to check the probabilities for various scenarios, and a round of online testing and revision got us to something more solid.
That scrappy version worked pretty well, so we put it onto Screentop. |
And so we get to today, and I now have a physical copy of the game. It would be lovely to have icons printed on the tokens to match icons on the playsheet, but I'm planning to have a reference sheet on which I can put one of each type of component as a key. Just using colours is potentially problematic with some colourblind people, but as the game is played openly with one player active at a time, other players will be able to help and I will apologise profusely for the inconvenience.
A physical version, ready for some more rigorous testing. |
So, an entirely different game to the one that we started all that time ago, but it still fits the initial inspiration of a family game where squirrels are hunting for nuts.
The plan now is to get this in front of some more people who aren't directly connected to Dave and me. I'm planning to be at Dragonmeet in London next weekend (November 30th) and testing the game at the Playtest Zone, where I will be for pretty much the whole day. If you're around, please do come and say hello.