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These blogs are all five minute reads or longer. If you’re looking for shorter insights into Cosy Cub Games then check out our social media channels!
Spray Mount For The Win
We thought that box design would be easy, the final cherry on top of the difficult production process. It’s probably fair to say that we made it harder than it needed to be, but it’s all a learning curve!
Game Design #4: Action Stations
Tenby is going full steam ahead, and for one simple reason. It now boasts a functional action system, and is therefore now, technically, a game. A fun one I hope, but nevertheless, a game it now is.
Choosing Tenby
I’m a perpetual “want it all”. In high school I didn’t want to cut down any subjects, not that I was amazing at all of them, not by any means, but I hated the idea of losing the possibility of learning about things. I’ve had that same attitude ever since.
Game Design #3: Little’s Theme
It can be difficult to predict what others will find interesting, and to what degree someone will engage with a topic or theme. The same is true for board games. Whether hardcore euro style games, abstract puzzle games or roleplaying games, everyone resonates more or less with different themes. So what theme should you choose to best serve your project?
Word Of The Year: Discipline
It seems like a lot of folk have trouble with discipline, and I am no exception. From the outside, I appear to people who know me as a very dedicated and hard working person, and this gives people the impression that I am also disciplined. My own assessment is quite different.
AI Image Generation
In more recent times, as computational power has increased, more powerful algorithms have been deployed in all kinds of places to aid in humanity’s progress towards a more technocratic future. Whether this future will be fairer, or kinder, is yet to be seen, but it is undeniable that the successes as well as the growing pains of our tech based global community are being felt all across the world.
Freight, Wonderful Freight
Stress? Anxiety? Abject terror? Fear of the unknown can induce all sorts of reactions. For me, freight has been one of those unknowns for a while, but as with many things, the antidote is knowledge.
Game Design #2: Little
Little is the codename for a game I’m currently making. It’s in a really good state now; it’s testing well, and the iterations seem to be quite different from game to game. It hasn’t been a smooth road to get here though.
Game Design #1: Rage, rage against the dying of the design
Some concepts are just difficult to get onto a tabletop. Not impossible, just difficult. How this difficulty is approached can lead to a fascinating game or to a jumble of struggling mechanics.