I haven't sent an update in a while because things have been pretty crazy busy for me and Forge War over the last couple weeks.
When I checked in last time, it felt as if we were on a cusp, ready to roll towards that Kickstarter launch. And now...we are still on that cusp.
I was there, man, up on that hill, pushing that big boulder, trying to get it over the edge. I even sent out a review copy to Board Game Brawl. But then the very next day I went to an Indiana game designers group and met with Travis Chance of Action Phase Games, who proceeded to rip Forge War a new one. Not that he thought Forge War was a terrible game, but he saw a lot of room for improvement and strongly encouraged me to make those improvements.
And this was both terrible and awesome. Terrible because it meant that I wasn't ready to send out review copies and launch a Kickstarter. But awesome because he gave me the opportunity to make the game as great as I could possibly make it, which, I mean, if that isn't my ultimate goal, then I shouldn't be making games in the first place.
So I called FedEx
to return the copy I sent out and long story short, I spent a lot of time thinking about and implementing changes that would reduce complicating elements, increase player interaction and increase meaningful decision-making. And I think we're in a good place again. A great place.
Again, I'm waiting on some graphical redesign, but I'm going to be showing the newly redesigned Forge War to both
Travis and Tim Norris of Grey Elephant Gaming on Saturday, and hopefully that rock will finally tip over the edge.
It's been a long, long process, but I think we're almost there.
Isaac