Well, it happened again. I went into an Alexander Shen game with low expectations and my first reaction to playing it was "Let's play that again"
Friday, January 31, 2025
I didn’t expect Trap Construction Corp to work
Wednesday, January 29, 2025
Sketchy Ski Lifts is about making lazy skiers happy
It has been many years since I last played On the Underground (although I wouldn't mind playing it again) but the element that has stuck with me is the lazy passenger mechanic. The idea of a passenger who will always take the route that will involve the least walking. And really, who can blame them?
Monday, January 27, 2025
Being weird doesn’t mean good gameplay but does mean a closer look
Farmers Finances was a game that I discovered shortly after I started seriously looking at Print and Play. It placed first in the 2016 9-Card Design Contest, which was why I found it so easily. I played it occasionally for a couple years and then set it aside.
Friday, January 24, 2025
Take It Easy somehow became a genre
Take It Easy casts a shockingly big shadow. For such an honestly light and quick little game, its core mechanic of Bingo with strategy has been used in what has to be hundreds of designs at this point. And while many of those designs haven't made it to the formal publication stage (I look at a lot of design contests and free PnP files and other prototypes), there is no denying its influence.
Wednesday, January 22, 2025
Zombie apocalypses make me care about Sonic
I have never actually had much interest in the Sonic the Hedgehog franchise. Most of my knowledge of platforming games comes from my wife and son and they prefer Mario. However, when I saw that Humble Bundle had a Sonic comic book bundle, I was interested enough to pick it up.
Monday, January 20, 2025
Interesting ideas don’t always lead to satisfying Sudoku
I let Dicember be an excuse to go through my Roll and Write files and look for odds and ends. That’s how I ended up playing Dicedoku.
Friday, January 17, 2025
Does Orchard:Recipes do enough?
Orchard was a game that revised my ideas about what you could do with nine cards. While I had played multiple tile-laying games that had only eighteen cards, I felt nine cards wouldn’t leave enough decisions. But Orchard did it.