By: Earle | March 04, 2019

Over the last couple weeks, some things have happened for me personally that will have a direct impact on Dwarves with Swords.


First, I have been offered a position transfer with my current company to work in Germany for two years, starting in June of this year. This was honestly the more unexpected outcome and as I mentioned before, this will certainly change how much time I have to devote to DwS in both the immediate and short-to-medium time future. Immediately, I have had to put all development basically on hold while I navigate through the visa process and arrange to transfer my life to a somewhat stable living arrangement instead of an oversized backpack.


In a related vein, we have sold our house and close on the 22nd of March....

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By: Earle | February 08, 2019

It has been a hard several months, no doubt about it.


We have been back to the drawing board several times on how we can build community and awareness for the game. The board gaming scene is an interesting one in that it is a very unique cross-section of people, which brings the challenge of how to target the game correctly. The approach that we've tried so far is heavily in-person and trying to build excitement for the game through physical introduction to it and demonstrating how fun it is.


But there are only a couple of us, and we can't physically talk to everyone we want or get a physical copy of the game into everyone's hands that we would like. Over the last year of public playtesting and demo'ing around Denver, we had a couple hu...

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By: Earle | September 28, 2018

Dwarves with Swords is in a place where it still needs a few tweaks to be really great. I talked last week about implementing a single-player option and a campaign mode, and that might be all it needs, but I think there is also room to streamline the combat system in the process.


Rolling tons and tons of dice and then comparing them in ascending order is a cool concept that brings out some good incentives for stacking a certain stat over another, but it has a non-trivial physical limitation of requiring a lot of actual dice on-hand to play. This is one of several small barriers to entry that I am looking very hard at to eliminate from the game. They all add up to make the game much harder to get into than it should be for a new player, wh...

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By: Earle | September 21, 2018

It's a strange thing to try to compete for eyeballs. My focus has always been on the quality of the mechanisms that I'm making and the attention that it gets after that has not even been thought about.


That all changed when the Fire Nation attacked I tried to get playtesting feedback on Dwarves with Swords.


Suddenly, the only thing that mattered to furthering the game was getting people to look at it - and to a lesser degree to tell me what they thought about it. That trend has continued - and strengthened - over the last few months as we've gone from soliciting playtesting feedback to promoting the game, and back to feedback as I'm starting to develop the single-player/campaign mode.


So far, what I've learned about Reach and Impact is ...

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By: Earle | September 08, 2018

I ordered a second round of prototypes in the last few days, and they were released for production last night. I had to order the miniatures from a separate place from the rest of the game, but this will really give us something solid to show off in demo sessions. The minis will all come in a single color, so if anyone knows a good mini painter in Denver, let me know! The best my art skills will come is a rattle can of matte black.


On top of getting more stuff to play with, we’ve been bouncing around the idea of showing the new stuff off via a livestream. The general idea is that these live games could be available to both introduce new players to the mechanics and how the game runs, as well as providing accessibility to people who aren’t ...

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