Yasmin Clarke
1 min readJul 16, 2020

"In essence, my marketing was blaring out “Look, you can share this with your friends!”, without ever actually telling people that the game was worth playing, let alone sharing."

I think this is it, for me. The time I playtested for you was fun, but I didn't really get sucked into the story of the game.

I also didn't consider making my own ship rather than printing or buying. I'm pretty keen to do that now, though! I like craft, and combining that with a game sounds fun. I admit I haven't looked at the shop, but if you don't already, perhaps try selling a "craft kit" version which is blank cards & tokens of the right size and markers?

I also think I care about how much the ship changes - maybe it was just the way I playtested, but I didn't get a real sense that I was changing much, which made me less invested in *my* ship (it could be any ship).

I still love the concept. You're right that the initial player hurdle is big. I suspect once a few people jump that hurdle, you'll get more momentum.

Yasmin Clarke
Yasmin Clarke

Written by Yasmin Clarke

Thinking about how things should work

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