PAX East 2023 – Day 1

PAX East 2023 day 1 is over! Which means I still have three days left. This post is going up on what will technically be day 2 of PAX East, so it’s going to be a bit ramshackle. Still I want to get my thoughts down on paper.

I showed up a bit after 10:00 instead of waiting around too much this year, and just wandered the show floor for a bit.

First game I demoed was Worn Wanderers by Cleromancy Games. They’d launched their Kickstarter 20 or so minutes before I showed up, and it’s blazed past its funding goal now, which is awesome. I wouldn’t say that I loved the game from what I played, but I think making a game that you can play with wearable enamel pins is a really cool design space.

Next demo was Xenotilt. I’ve written about Demon’s Tilt, and this is another game from the same creator, who was more than happy to entertain my questions about various mechanics in the game, and give me some answers. Xenotilt does seem like it’s going to solve some of my complaints about Demon’s Tilt, so I’m excited to see how it ends up.

A bit more wandering, and I found Begone Beast by Tandemi. It’s pretty clearly in an early stage (there are quite a few things that need some polish) but the core movement is fun, even if the combat isn’t quite there yet. In addition, the final boss is a giant blob made out of hands, and it’s terrifying and I love it. I’m gonna be keeping an eye on this one. I’m not sure if it’s something special yet, but it could be something very fun.

Then there was Bomb Sworders. I didn’t play a huge amount, and kind of just got instantly killed each round. No strong feelings either way on this one.

There’s a augmented reality game called Sigil. It’s kind of hard to demo an augmented reality game, but I like that genre. I’m always up for more stuff like Pokemon Go, and I’m curious to see how Sigil compares to something like Orna.

There’s a few other things that happened, but don’t have enough to fill a whole paragraph, so let’s cover those!

I got crushed at Pocket Paragons by the folks at the Solis Game Studio booth. I played Brew, and lost by 8 points. There was a cool multiplayer Vampire Survivors styled game called Extremely Powerful Capybaras, and that was pretty neat.

I’ve also managed to sign up for a press session for Mina the Hollower (Yacht Club Games, the folks who made Shovel Knight, yay!) and then somehow misplaced the one business card I needed to hold onto (I’m an idiot). Fingers crossed that all works out. Bought some stuff, but no new games so nothing to say on that.

All in all, a solid day one of PAX East 2023. And now I am going to sleep.

Granite Games Summit 2023

Every time I go to a convention, I promise myself I’m gonna write about everything I saw. And every time I get home, a bit overwhelmed, I cover 2-3 games, and then move onto the next thing.

So this time, I’ll write all it all up right now the bus ride home! But first…

The Non-Games part of the Event

This is a very small event compared to something PAX Unplugged. At its heart, Granite Games Summit is a bunch of folks in a hotel ballroom playing board games for four days straight.

It also has a very cozy feeling compared to other conventions I’ve gone to. The whole thing was very low-key, with plenty of of families and children. In terms of lodging, the Doubletree by Hilton is perfectly average. Still nicer than my apartment. For food, there’s enough stuff within walking or driving distance to be fine as well, but nothing special.

There’s very much an air of trust to the whole thing. One draw of the event is that attendees can bring their own board game collections to be borrowed from. And beyond that, the event organizers also provide an entire game library.

Overall, this is a low-intensity event, offering a chance to play a large number of games without buying them yourself. I don’t think anyone comes to an event like this for any reason other than to play board games. So let’s talk about those games!

The Playtests and Prototypes

Given that none of these games are out yet, I don’t want to say too much about them, and I won’t be saying anything I didn’t already say to the designers’ faces. Still, I spent a fair amount of time on them, so I’d like to talk about them a bit.

Cubism by Resonym
A very fun deck builder. The designer is a friend of mine. Still in the tweaking stages, but if you see it at another event, I highly encourage you to try it out. It has a very clever twist on resource generation that I’m not sure I should spoil here?

Cypher Sessions
Cypher Sessions is a beat-the-leader matching game about writing rap. I didn’t hate it, but I didn’t have too much fun with it. I said as much in my feedback to the designer. I’d play it again if someone wanted to, but I don’t have any huge amount of interest in it. But it’s still in development, so maybe it will end up great!

The Armory
The Armory is a set collection buying game about trying assemble collections of weapons and armor. It’s in the early stages, but its core concept does feel fun. There were some lulls and weirdnesses, and the game itself doesn’t quite feel ready for prime time, but I’d be interested to see where it ends up.

A quick note: If you’re the dev of one of these games, and would like me to update this article to link to your twitter or blog, please just send me a message on Twitter.

The Fully Released Games

Here are the fully released games I played. So no punches pulled. I’ll be giving my quick thoughts, and ultimately, answering a single question: Would I play it again?

Dice Forge

Dice Forge is a game about Forging Dice. There are customizable dice that you can snap the sides off of, and snap back on. It’s a heavily produced affair where your goal is ultimately to Get The Most Victory Points, by customizing your dice, and using the resources they generate to buy cards that give you victory points and abilities.

Would I play it again? Yes. I generally enjoyed it, and I’d be curious to try different strategies if I got a rematch.

Harry Potter: Hogwarts Battle

Hogwarts Battle is deckbuilder with the Harry Potter license. I’ll talk about the game in a moment. First though, I would like to note two things unrelated to gameplay that drove me a bit nuts.

First off, it feels like every other name and item in the game has a trademark symbol on it, to the point of ridiculousness. In addition, all the game’s art has a tone of “on-file style guide movie images.”

Poor Harry Potter, emblazoned with the symbol of ownership by “She-Who-Must-Not-Be-Named-On-Social-Media” for all eternity.

The end result is that the whole thing has the artistic feeling of licensed children’s valentines from Hallmark, and a tone of tackiness. Someone in the chain of command had a decision to make: was it more important that players be immersed in defending Hogwarts from its villains, or that they know that, should J.K. Rowling’s estate ever wish to make a Peter Pettigrew themed vacuum cleaner, they own the rights to do so. They chose the latter.

Editor’s note: You know, because Peter Pettigrew sucks.

Which is unfortunate, because this game doesn’t feel like it wants to be a cheap tie-in product. Whoever designed it seemed to really give some thought to the characters and items. One small standout function for me was that both Draco Malfoy and Lucius Malfoy have a similar effect, with the elder Malfoy being more powerful. The effect itself is “Not really doing anything bad on their own, but making bad things that happen worse.”

Which at least to me was a pretty good way to encapsulate those characters!

That said, this is not the strongest deckbuilder I’ve ever played, or even the best one I played this weekend. The game has 7 scenarios, all of which are additive as far as I can tell, and I played through 1-3 without being challenged. The lack of any deck-thinning mechanics or way to clear the row of items you can buy to add to your deck can quickly lead to a feeling of bloat with no mechanical remedy.

Would I play it again? Yes, BUT only to beat the game on the hardest difficulty, and see if it gets any more interesting/addresses any of the problems with the deck building elements.

This also would probably be a decent game to play with non-board gaming Harry Potter fans, or maybe your family.

Editor’s note: playing this game at a convention’s library is the best way to play it! You get to try it without giving JKR any more money.

KeyForge

KeyForge is yet another card game from Richard Garfield. I have to assume it was built around the question of “How can we remove deck-building, landscrew, and collecting cards, but still sell you blind box packs?” And thus was born the Unique Deck Game. Each deck is randomly generated in advance for you, and cannot be changed.

Snark aside, I generally like KeyForge. Did it disrupt the big 3? No. Do I only have the game because it’s mostly dead, and I bought a booster box of decks from a discounts bin for $40, when its MSRP is supposed to be about $120? Yes. It makes novel attempts to solve a bunch of problems in the card game space, even if they don’t all succeed.

Would I play it again? Yes. I find KeyForge entertaining, and the unconstructed nature lends to a lower power level than a lot of constructed TCGs. I might get bored at some point, but it hasn’t happened yet.

A Feast for Odin

Feast for Odin is a worker placement game about populating a Tetris grid. Is that an oversimplification? Yes. But this game took 30 minutes to sort components, 30 minutes to explain the rules, and 3 and half hours to play. Whatever I write here will be an oversimplification.

Analysis Paralysis: The Board Game

I would like to make a few quick observations, though. If games are art, and art is subjective, then I subject that I would like to never again be subjected to A Feast for Odin. The game has an 8.2 on Board Game Geek, a number would now be infinitesimally lower if I added my own rating. I found the game to be long, tedious, and I struggled to spot interesting mechanical interactions and failed to be engrossed the game’s theming.

This probably says more about me than A Feast for Odin, but it was my experience.

Would I play it again? No. I would rather do my taxes. It wouldn’t be more fun, but it would be shorter, and at the end at least my taxes would be finished.

Fun Fact: A Feast for Odin is a Euro-game, following the traditional Euro-game model of “Everyone should score about the same number of points at the end, despite the winner having a clearly better position.” I scored 30 points. Both my opponents scored OVER 90, and one of them had also never played before. I am very bad at this game.

Clank

Clank is the better deckbuilder I played this weekend. It’s still not great, but it does do some interesting things. The goal is to get into a dungeon, get loot, and get out. This is compounded slightly by fact that you need to do it without getting burnt to a crisp by the dragon living in the dungeon.

There are really three systems in Clank. There’s the deck builder, where the unique conceit is that you must play every single card in your hand each turn. There’s the board that you move around on. And there’s the Clank bag.

Some cards in your deck will generate clank tokens. These get added to the bag, and whenever various cards show up in the games buy row, the dragon attacks. You pull out a certain number of tokens from the bag, and take damage based on whose color they were. Things get more dangerous as players pick up the loot, giving the whole thing a feel of escalating tension.

Would I play it again? Yes. Each component of Clank is “just okay,” but as a whole, it feels like a much stronger game. Apparently the spinoffs also address issues with the game’s pacing.

Spirit Island

Spirit Island is a co-op settler construction game. Oh I’m sorry, I mispelled that. It’s a co-op settler destruction game. This game also took 3 hours to play, though the setup time was much faster.

I enjoyed Spirit Island far more than A Feast for Odin. At least part of this is due to the theming being far more interesting. “Drive out the invading settlers as a powerful nature spirit” excites me more than “Acquire a cow.”

That said, given that both my teammates had played before, I don’t know exactly how impactful I was to the group. There was also a lot of time just spent resolving various effects, as opposed to using my various powers.

Would I play it again? Yes. I liked Spirit Island, and I’d be curious play some of the more complex spirits, and the ones with different playstyles. It was fun!

Wrap Up

Granite Games Summit 2023 was a good time, and I’d attend a Granite Games Summit again. I do think this is an event best attended as some sort of group, or if you’re already local to try to keep the costs for a hotel/travel down.

The other benefit to attending with friends/family is that you already have a playgroup for most things, and can hopefully find people fill out slots should you need them.

That said, this is a very focused event. It’s about playing board games for up to 4 days straight in a reasonable hotel in New Hampshire, and not doing much else. If that sounds fantastic, awesome. Go follow the convention’s account on Twitter, so you can find out when to buy tickets for next year (they sell out very fast).

Alternately, if you’re looking for more stuff to read about board games, why not check out my PAX Unplugged Writeups? I wrote about some Indie TCGs, board games adapted from video games, and some other stuff.

Dungeons of Mandom VIII

Dungeons of Mandom VIII is compact bluffing board game. Personally I like it quite a lot, though that may be because I won when I played. It’s designed by Antoine Bauza and I WAS GAME, and published by Oink Games.

There are no other games in the Dungeons of Mandom series, but that doesn’t stop me from imaging what they could look like. In all seriousness though, the game is entirely family friendly. Unlike me.

The goal of Dungeons of Mandom VIII is to to be either the last adventurer standing, or the first adventurer to complete a dungeon twice. However, this is a bluffing game, not a dungeon crawler.

This is first obvious in hero selection. Instead of each player selecting a character, the group as a whole has a single hero between them. Heroes come with their equipment, but because this is the 8th Dungeon of Mandom, that equipment is likely going to be stripped off, in order to prove how manly you are.

There’s flavor in the equipment. Most of the characters have some form of HP boosting equipment, usually a piece of armor, or a shield. However, for the Princess class, this equipment takes the role of a Suitor and a Chaperone giving the fun implication of them being used as meat shields.

The E in fiancé stands for éxpendable

Equipment and hero selection aside though, the meat of the game is building the dungeon! On a player’s turn, they can choose to either pass and drop from the rotation, or to build out the dungeon deck. To build the dungeon deck, they draw a card from a the monster deck, and then make a second choice. They can add it facedown to the dungeon, or they can remove a piece of equipment from the hero, and not add the card they just drew to the dungeon.

The monster deck is made up of a bunch of different monsters, including some special monsters. Monsters each have a number associated with them, which is linked to how much damage they do. There are more copies of the weaker monsters, and only a single copy of some of the stronger monsters, such as the Litch, Demon, and Dragon.

Cool Monster Club – Not pictured: the dragon who’s just too cool.

This is core tension of Dungeons of Mandom VIII. “Do I think that with the remaining equipment, based on what I’ve seen my fellow players do, I can beat the dungeon as it currently stands, or do I need to pull back?” I played one game where another player chose to remove the equipment that hero needed to beat the dragon, and I knew that I’d added the dragon to the dungeon, so I chose to pass.

When one player takes an action, and every player after them passes, it’s finally time for that player to venture into the dungeon, and prove their worth! Or more likely, get stabbed in the face by the Litch for 6 damage and then beaten by goblins.

The exploring player reveals cards from the top of the dungeon deck one by one, either defeating them, or taking damage equal to their value if they don’t have some way to defeat them. If they get through card in the deck, they beat the dungeon, and get a treasure card! If they don’t, they take a hit. When a player takes two hits, they lose and can’t play anymore. However, if a player gets two treasure tokens, they win.

If I have any gripes with the game, it’s that I don’t love the elimination component. I get why it has to be there. Without it, there would never be any reason to not push your luck. But it sucks that you can end up in a position where you don’t get to play anymore.

If the game sounds interesting, you can find it from Oink Games here.

Rusted Moss Demo

Ed Note: The Steam Next Fest had a massive variety of demos, and I couldn’t get to all of them. Fortunately, I’m not not alone. Today’s review comes from my friend Kyle.

The Rusted Moss demo has pretty much sold me on the game. I’ll do a full writeup on it when the game comes out. I’m really hoping it lives up to the demo. Let’s start with the plot.

The story starts out with a protagonist named Fern. Fern’s a changeling who appears human, and has a shadow named Puck. Your overall quest is to gather shards of Titania to return Fae (fairies) to the world.

The true spice that sets this game apart is the grapple hook you get at the start. It offers exhilarating movement as you swing through maps and combat. You can grapple enemies closer to you to blast, or hitch a ride from certain enemies to ascend to greater heights.

Hanging from the roofs while you rain down bullets on enemies is fantastic as well, and just feels amazing. Many Metroidvanias give you the various movement powers over time, with much of the fun traversal coming later on. Getting the grappling hook early simply feels good.

Gameplay features all the typical stuff from a modern Metroidvania. It’s a non-linear platformer, with progression through weapon or mobility upgrades to unlock more of the map. There’s also trinket system that allows you to customize your character’s playstyle. These vary from charged shots doing more damage, to doing more damage at low or full life, as well as damage over time effects, shields and more.

I’m hoping there are more than just damage modification trinkets. Those were all I found in the demo. However, since this was just a demo, it’s more than possible this is just a vertical slice.

One gripe I have with the game is that bosses at the start felt a bit bullet spongy. You can do some trinket combos to nearly double your damage, (Giant Chambers, Thorny Rose, Erosive Bullets) but this comes at the price of being only able to take a single hit.

In the demo there’s a really fun speed climbing challenge to get to the top of a mountain, as well as a mini-boss boss rush with a two minute timer. Both of these have leaderboards for fastest times.

Overall, I’m very excited for Rusted Moss. I’m looking forward to the full game, and hoping it lives up to the promise of the demo.

Top 3 Games To Watch

With Steam Next Fest completed, it seems like as good a time as any to talk about demos I played. My personal favorites were actually pretty different from what ended up on the most popular list!

Super Raft Boat Together describes itself as a multiplayer roguelike shooter. Technically, Super Raft Boat already exists, and the new part here is just the “together.” But I never played the original, so for me, the whole thing is new.

It’s a fun little multiplayer roguelike. Is it hugely innovative? No. Did I have fun playing it? Yes.

I’m going to fail to describe Inkbound correctly, but I still want to try, so here we go. Inkbound is a multiplayer roguelike. Its primary innovation is a turn based, real time combat.

Here’s how it works. In combat, all human players have an individual pool of action points, and can use that pool to move and take actions independent of other human players. These actions are resolved in real time, as they are taken. When all humans mark their turn as finished, all the enemy NPC’s take their turn.

Then the process repeats.

It’s a really cool system, and there are a bunch of other neat ideas and innovations here, that I don’t quite have time to cover or describe. The short version is “Inkbound might have something really special mechanically.” I’m very excited to see the finished game.

Deceive Inc is very interesting. I think there’s a non-zero chance I end up sucking at or hating the finished version of this product. That said, I played over 8 hours of the game, and I wanted to play more when the demo ended.

It’s a blend-in game that at least initially appears to be in the style of something like Perfect Heist 2. You’re a secret agent infiltrating a map, trying to ultimately collect a briefcase, and make your escape.

What the game doesn’t really tell you is that, in some ways, it’s more of a skill based shooter than a blend-in/deduction game. The time to kill is very high, and many guns’ mechanics are so intricate that they have a skill ceiling that I didn’t so much as scratch during the time I spent playing.

There are two opposing gameplay directions that the developers could take the game’s mechanics. Neither is a bad choice, but they represent two very different games. One is to lean heavily into the blending in, cautious stealth, and sneaking approach of something like Perfect Heist 2. The other (and current) direction is to lean into the gunplay/combat-based mechanics. This would result in a game that is closer to something like Hunt:Showdown. I don’t know how to recommend this game, without knowing the direction it will take.

The other reason I’m a bit hesitant on Deceive Inc is that I’m not sure how long the game will be up. Everything about it screams “Live Service” game. The history of interesting, but ultimately (financial) failures of live service games is documented pretty well, even just on this blog.

Quantum League. Knockout City. Darwin Project. Okay, I never did a writeup on that last one, but the point still stands. These were all interesting, creative games, with cool mechanics.

Now they’re all dead, and it’s not because they were bad games. It’s because their entire business model was based on getting a large playerbase and a level of revenue they never achieved.