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Exciting Developments: Table Champs, Boo's Clues, and What's Next?

Feb 7

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What's up, internet traveler? Your friendly neighborhood game designer, Dace, is returning from the winter void to rouse this blog from its slumber!


I wanted to share some updates regarding Table Champs, our first physical release, along with a sneak peek at the latest game I've been working on. So, without further ado, let's dive in!


Where have I been?

Great question, and one I ask myself often.


It's taken me some time to balance life, work, and creative pursuits. I lost my job in October, which threw me off-kilter quite a bit. The end of Fall and the beginning of Winter are strange times to be unemployed. But then I remembered I'm NOT unemployed; I own a business!




But that transition from "Oh wow, look how busy I am" to "Oh wow, look how not busy I am" hit me like a ton of bricks, especially when I have to rely on myself to set my schedule, keep myself motivated to push my business, and continue pursuing my dream of becoming the next Christopher Perkins and/or Keith Baker (both are acceptable).


I'm a-okay now. Roll for Adventure has many things in the works, with games galore and even something more tantalizing further down the timeline. I've also been finding joy in my usual places, like my weekly D&D game, my super dog Buckeye, and wedding planning (because apparently, I'm getting married in August of this year.)


Any-who, that's where I've been, and this is where I am now-- in my office, sitting down at my computer, writing this blog post to you.


I couldn't imagine a happier place!


Table Champs 1.1

We released Table Champs back in October. Considering it was our first physical release and with very little marketing effort behind the launch, I'd say It has been a relative success.


But not to worry, dear reader. Everything's going according to plan. We've had an opportunity to play Table Champs with lots of folks, from strangers at New York Comic-Con to old friends at local game stores (shout-out to Sip&Play for hooking us up). Table Champs has been around the block now. Better yet, we've sold around fifty copies of the game! Huzzah!


Alas, this interim provided both Max and me with some much-needed insight. We agreed to make a few minor adjustments to the game's rules—things that people just naturally wanted to do, like betting Coins with opponents before a match or unlocking more than three of the Items per character.


I'm pleased to say that the updated game manuals are off to the printers, and our minor tweaks have had a terrific impact on the gameplay!


For instance, now your Champion receives an Item after every odd-numbered match, and you no longer need to "equip" an Item to use it. This update adds a flurry of excitement and unpredictability to every match you play, as both you and your opponents always have some unique trick up your sleeve to turn the tide!



If you already purchased a physical copy of the game, you'll receive an updated manual in the mail free of charge, along with a personal thank you note from us for supporting our small business and fueling our passion for games!


So, with Table Champs 1.1 around the corner, we're planning a few in-person play events in NYC to give this game a proper launch! You can stay up-to-date on those on our socials.


And if you haven't picked up a copy of the game yet, you can buy it from our online shop here.


Boo's Clues Hits Record Numbers

Well, record numbers for me anyway.


Believe it or not, Boo's Clues is my highest-performing game on Itch.io!

It makes me so happy that Boo's Clues has been doing so well on its own. That game came from a deeply passionate place in my heart, so seeing it so well-received fills me with the fuzziest feelings.


If you haven't checked out the Boo's Clues developer log I wrote, head over to my Itch page to give it a read. It's all about where the idea for Boo's Clues came from, which is a really fun, silly story.


Download Boo's Clues and read the developer log here.


What's Next?

So glad you asked!


Without diving into too many details, I've been tooling around with a pirate-themed board game that's a twist on the classic game "Battleship."


As a player, you control a portion of the game map, wherein you hide buried treasure, lay traps, build a hideout, and designate areas of supernatural phenomena.


Afterward, you set sail across the ocean, searching for loot others have buried and trying to sink your opponent's ship. All while avoiding non-player threats like a spooky ghost ship and the slimy tentacles of the legendary Kraken.




An early version of the game will be playable by the middle of the month. I'll release it alongside a blog post containing more details on how the game was made, how it's played, and where you can get it yourself!


If you're still here, thanks for reading this far.


Until next time, happy rolling! - Dace

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