Game Design: Screw Bill
Welcoming to Gaming 4 Misfits! This is a new series of articles (and possibly videos) where I’ll be diving into what I’m best at - namely, creating games, the mechanics, writing, art directing, and more that comes with them.
This series will have a strong focus on teaching and not selling to you. If you’re interested in learning from someone who’s actively “doing” and figuring out what I do, why I do it, and skipping my mistakes, then this is for you.
Without further ado, I hope you enjoy!
No Money? No Excuse
People often attribute their lack of success to a lack of money… aka dollar bills… aka Bill. Screw bill.
Now, I know some friendly people named Bill, those guys are cool (hi Bill Dickerson), but if that’s not you, then screw you.
Spellslingers raised over 5K and it was my first Kickstarter, with only a $300 budget put into it. You may be thinking, “well, I don’t have $300.” Honestly, most people can save up for the $300, but even without there, there’s so many tools and ways you can design games to where money shouldn’t prevent you from making a game.
Yes, it might prevent you from having the game you want, but you can still make a fun, wonderful game that you and others are excited to play!
With Spellslingers, I knew I had a big limitation on money (I still do), and so I couldn’t afford for all of the cards to be illustrated.
Spellslingers however were born out of that limitation. I thought to myself, “what would a game look like that wasn’t repetitive, but shared many art assets.”
I personally hate repetitive play sequences, so that was a non negotiable for me, so I came up with Spellslingers.
The fact that blocking is a core mechanic and utilizes the colors and symbols, means that the color and symbols being the core of the art assets, benefits the game, not the other way around!
It’s like card game judo!
In what ways can you take your “weakness” and turn it around to be a strength? Let me know in the comments below. Remember… screw Bill and stay awesome!
Vincent