I’m in that beautiful stage in the design process where you second-guess everything about your game, you’re totally sick of playing it, and you wonder if you actually have anything unique to bring to the table at all. That’s how I know I’m in my third trimester, so to speak. This game’s getting close.
I gotta say, no matter what happens, I made this game because I wanted to play a game like this and there weren’t any out there … so I had to make one. And that’s been my motivation to carry on :)
So I’m just wondering if any of you have a practical tip for knowing whether you have a unique core concept. Does a game have to break new mechanical ground to be a success?
I guess I overstated when I said I was sick of playing it. I actually just recently played an entire game against myself and enjoyed every minute of it. What I guess I meant was that I’m sick of playtesting it. It’s a lot less fun internally playtesting a game than sitting down with friends and just playing the thing. I’m definitely not bored of it, though, I get really excited when I see it “working,” and I’ve had several people say they really enjoyed it.
Just seeing the big scary publishing world out there makes me feel insignificant sometimes, even though I really like this game and other people do too …