I am very happy to announce that our game is now playable on Tabletop Simulator! I got all the models imported, updated the character cards and tokens, and added CyMS to the scenario board configurations.
Howdy! Alright, this post is super late, since the JoCo Cruise happened in March, but better late than never right?
As some of you may know, JoCo Cruise is the “Jonathan Coulton” cruise for games, writing, art, crafting, and all sorts of geekdom. When I went for the first time last year, thanks to good friends Geordan and Audrey telling me about it, all I knew about it was that it was a “board game cruise”. Board games for 7 days straight on a boat with unlimited food? YES PLEASE!
Ok, it’s been a LONG while since I wrote a regular blog. Do you guys miss me? ;)
Well, Brendan and I have been crazy busy demoing as well as streamlining any “kinks” in the rules where it causes our demo-ers and playtesters to go “huh?” Since we did so many rounds of playtests at Adepticon, we were able to come up with some pretty neat rules simplification that led to the new PRINT AND PLAY V1.3! After playtesting these rules a little bit, we definitely feel that the game is much smoother and easier to learn and play. We hope you will try it out by downloading it and giving us feedback in the survey links we have in the “READ ME FIRST” PDF file.
Well, Brendan and I just got back from one of the funnest and most rewarding demos we’ve given in recent history, the demo to a bunch of our new friends at BackerKit! A bit shout out to Meah, George, Joe, John, and Antonio for hosting us, learning the game, keeping it fun, and giving extremely useful feedback to help us improve the game!
Oh boy that was a rough 2 weeks of internal playtesting!
As many of you know already, one of the unique mechanics of Omicron Protocol is the existence of a 3rd party enemy called the CyMS (Cybernetic Mutation Syndrome), or “Crazies” as the locals of San Lazaro calls them. The cool part is that besides having to do your objectives and fight off your opponent’s faction, you also have to deal with these pesky citizens who seem to randomly decide to attack you. The not-so-cool part is moving and keeping track of them at the end of the turn when both players have finished activating their heroes.
Brendan and I just got back from a weekend of demoing, playtesting, learning, and meeting other game designers at the Pacificon Protospiel, so I'll keep this one short. What a weekend! Besides teaching the game roughly 6-8 hours a day for 3 days in a row and getting invaluable feedback, we also met a lot of great game designers and event organizers who we'll definitely be keeping in touch with in the future.