I've said it many times, and I'll say it again now - I LOVE action and dexterity games. This is one of my favorite spaces in the tabletop gaming hobby, and I decided a long time ago that I wanted to make a dexterity game that was targeted at people like me. I knew I wanted a skirmishing game, and I wanted something a little more grown up with a bit of strategy to it, and a fairly high level of skill. Cardslingers is not so much a game for kids as it is for the inner child of a slightly older age group. If you like disc golf, if you're into playing darts, if you used to play a lot of beer pong, I designed this game for you.
I'm still working on finding a publisher for Cardslingers - admittedly it has a a pretty niche market appeal, and it will take the right company to pull off the components and properly market it to the right people. If you think you might know someone interested in this kind of thing, please reach out to me!
Every game I design usually starts with one core goal - something I want to do with a mechanic, an experience I want to create, or a person I want to make something for. With Cosmic Kart Racing, I wanted to make a racing game that didn't require a massive board for the track, or a long setup time, but rather something you can jump right into and see what unfolds in front of you.
CKR is a card game at its core. You shuffle the decks, and then just start playing! But in this card game, the cards you play to move your racer down the track are also used to build the track as you play. This results in an entirely different style of racing game, one where the track is completely different in every race, and where you're not only trying to catch your opponent racers, but trying to catch up with the finish line itself!
The latest design I started working on, House on Hoard Hill is a cooperative, real time tower defense dexterity game. Each round, players get 2 minutes to act simultaneously and take as many actions as possible, moving their team around the board, flicking discs to shoot monsters, and collecting the items they drop. After that, all the monsters activate, and then a new rounds begins.
Inspired almost entirely by the infamous cabin level in Resident Evil 4, HHH has been designed to emulate an action-packed, tense, and thrilling experience that puts you on the edge of your seat, and rewards you for taking risks and putting your dexterity skills to the test!
Sell sheet for this one coming soon!