So there I was, a game in my hand, my game, my cards, my design. Felt great.
For about two minutes. Then I was ready to see if I could commit suicide by paper cut. That’s what my first, solo playtests usually do to me.
But let’s recap. I’ve written about the spark, the part where creativity reigns free and I spew ideas the way a first-year computer science student spews regurgitated lager[note]No, I’ve never actually spewed lager, even though I have been a first-year comp-sci student, and on the ölhäfv (speed-drinking beer) team.[/note]. I’ve written about building the first prototype. This post is about what happens next: the solo playtesting, where crappy games are beaten into gold[note]Or, to be truthful, slightly less crappy games.[/note]. (more…)