How a Game Grows Up! (Scatterball)

I wanted to give you all a brief look into how a game grows and changes over time, specifically with Scatterball. Now, every game and designer is going to go through this process, but I find that whenever I mention the words “Testplay” or “Prototype” my friends aren’t sure what to think. Hopefully this will help you have a fuller understanding on what those words mean. I find that there are three hesitations people usually have about playing a prototype game:
1:The components are ugly.
2: The game won’t be fun and the mechanics/balance will be bad.
3: They will be too busy thinking about feedback to enjoy the game.

sellsheetScatterballSmall
All three of these are legitimate concerns, but normally only in the earliest versions of the game. I want to walk through some of the changes of Scatterball to help explain this some. I’ll focus primarily on the first one (Components), but I’ll touch on the others as well.

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Scatterball –> Visual Update

Scatterball Firm

Scatterball is an interesting experience for me. I think it’s a great game, but it always seems to me like the people who play it like it more than I do. Don’t get me wrong, that’s an awesome feeling! This change has come about by popular demand. After a few publisher showings and a number of playtests, it has come time to give Scatterball a face-lift.¬†Scatterball is a free-for-all dodgeball-inspired card game of weak alliances, backstabbing, and cheap shots. Players use equipment, ball, and intervention cards to knock out other players. Standing players fight to be the last man standing, while those who are out struggle to get back in.

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