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By Marvin Hegen
5
1010 ratings
The podcast currently has 130 episodes available.
In this episode, I discuss with Richard Garfield, Skaff Elias and Christian Kudahl about the design process of Mindbug Beyond.
Support our Current Kickstarter Campaign for Mindbug Beyond:
Mindbug Beyond Kickstarter Campaign
Hello everyone and happy new year. Today we have January 2nd and I have a special guest today. It is my co-designer and friend Christian Kudahl. Hi Christian and welcome to the show.
Today we’re going to be looking back at the year 2022, and reflecting on our very first Kickstarter campaign for the game, Mindbug.
For those who may not know, Mindbug was a project that was funded on Kickstarter in 2021.
For us, the Kickstarter campaign was a huge success, raising almost $400,000 from more than 10.000 backers all over the world. This was way more than we anticipated and it allowed me to fully realize the vision I had for Nerdlab Games and turn this from a Hobby Podcast into a Games Publishing Company. We spent the entire year 2022 designing, producing, and fulfilling Mindbug.
Unfortunately, this also led to a shift in priorities and I no longer had as much time for the podcast. It always makes me sad because without the podcast the game wouldn’t have happened in the first place and I’m incredibly grateful for all the support from you throughout the journey.
Anyway, that’s one of the reasons why we wanted to review 2022 and talk about the lessons learned from the Kickstarter campaign here on the podcast.
Let’s start with a few things that went well:
Things we can improve
However, overall we still think the campaign was a great success. There will always be challenges and unplanned events. One of the most important things we learned is that the vast majority of backers on Kickstarter understand that a project of this size can’t always run smoothly.
In return, however, they expect a high degree of transparency in your communication. After all, the backers are part of this project and therefore deserve to be informed about all relevant topics.
We are very happy that we have successfully delivered all products and that with your help we have reached our first milestone for Nerdlab Games in 2022. Now we are working hard on the next milestones for 2023.
Thanks for tuning in to the Nerdlab Games Podcast. Until next time. Keep shooting for the moon and nerd like a boss!
It’s been over half a year since I recorded the last podcast episode. That’s definitely far too long. I hope that I will be able to record new episodes much more often in the future. Because I really missed being able to exchange ideas with other game designers and to delve deeply into specific game design activities in order to prepare for an episode.
So what do I want to talk about today? A lot has changed for me in the last 6 months. I am in the middle of the transition from a wannabe game designer to a small publisher who is releasing and launching his first game. I know that many listeners keep asking themselves whether they should take that step and whether they should publish one of their game ideas themselves or hand it over to a publisher. I would like to address this topic today with my experiences from the last few months.
Therefore, I am taking you with me on a normal working day in my role as a Games Publisher. In the end I will list my pros and cons of self-publishing. Maybe this is helping you to make a decision whether this is path is something for you or not.
A lot has happened in the last couple of months in the Nerdlab. Christian and I got the chance to work with industry veterans Richards Garfield and Skaff Elias on our Game Mindbug. In this podcast episode, I talk about the things I have been working on with regards to Game Design, Game Development and Publishing.
I also talk about Mindbug and why I think the game is special. The game got officially announced just recently and will be available at Essen Spiel this year.
If you go to Essen, please visit us at
Nerdlab Games
and check out the newest infos about Mindbug:
Mindbug Website
Today we have a great guest on the show and I am really excited to learn more about his game. He is the designer of AracKhan Wars, a strategy card game that just got successfully funded with more than 100k on Kickstarter last month. It’s a highly strategic game about card placement, positioning, and maximizing the potential of card combos. At first glance, it reminded me of Magic mixed with Summoner Wars and Warhammer (all of those are games I really love). In addition, the game also has incredible art and graphic design and therefore looks really really appealing. That’s why I am very excited to talk to Robert Palmer today, the designer of Arackhan Wars.
Some of the topics we discussed:
If you want to check out AracKhan Wars, please visit their website here: AracKhan Wars Website
Today we have a great guest on the show. Gary Dworetsky is the designer and publisher of the very successful game Imperium: The Contention. The game has an incredible 8.1 rating on board game geek and is a 4-X card game about deploying fleets, moving ships into the right position, and then crushing your opponent in space combat.
In addition, he is also currently working on a title that is desired by many many people. Most of you know Slay the Spire as the pioneer of roguelike deckbuilding games. Gary is currently working on a board game implementation of the game. Personally, I also played the digital game quite a bit and am very curious to learn more about the board game version today.
During the show, we talked about Gary’s Game Design approach, his favorite game mechanics of Imperium and Slay the Spire, and how he was able to get his hands on such an exciting License.
If you want to keep up with all the news around Slay the Spire you can visit Gary`s website here: Contention Games
This week I had the chance to talk to Carlo Bortolini, a fellow game designer (Memoarr and Riftforce). Riftforce is a dueling card game that involves factions, drafting, combos, and different strategies. All the good stuff I love so much about card games. So I was very happy to talk to Carlo Bortolini and learn more about the design process of Riftforce. We found out that both of our games (Riftforce and Mindbug) share many aspects of their design philosophy. But that is only one of the many topics we discussed on the show. Other topics were for example:
Enjoy listening to Carlo who was a wonderful guest on the Nerdlab sharing a lot of very valuable insights.
Riftforce Website
This week I have the incredible honor of hosting one of the best game designers in the world. He has designed countless games and it doesn’t seem like he is going to stop And the majority of them are incredibly successful. For example he designed Kingdomino, Five Tribes, Seven Wonders Duel, Shadows over Camelot, Abyss and many many more.
His games also have been nominated for a wide variety of awards. Among others, he has already won the highly desired prize: “Spiel des Jahres or Game of the Year” with Kingdomino in 2017. And also this year, just recently, Dragomino the kids adaptation of the game was also nominated for the Children’s Game of the Year.
I am 100% convinced we all can learn a lot from his experience in the industry. So please enjoy the episode with Bruno Cathala who is going to share with us how the typical design process for him looks like.
Image Source: https://de.wikipedia.org/wiki/Bruno_Cathala
This week I have the honor of hosting Tom Lehmann, one of the best game designers in history. I wanted to talk to him for quite a while and am very happy that I now have the chance to do so. He has been designing many many games over the last 20 years. What makes his games special and unique for me personally is how he always manages to keep player turns short but also diverse at the same time. Often you don’t have the entirety of all possible options available during each of your turns, which makes them feel very different. This is especially true for some of his most-known games like Race for the Galaxy, Roll for the Galaxy, and Res Arcana. Another thing that these games have in common is that they are using victory points in clever ways to determine the winner of the game. And that is actually the topic we are going to talk about today. But he also designed many games without Victory Points like Pandemic Expansions.
In this episode, we talked about the advantages and disadvantages of victory points and how to apply them in games.
Here is a link to his newest game using victory points: Dice Realms
This week follow up on the topic of E-Mail Listbuilding as a Game Designer. Last week I talked about why you should start an E-Mail List. This week the focus is on how to do it.
In the podcast, I cover the high-level process of:
In the past, I didn’t put enough effort into building my E-Mail list. That’s what I am going to change now. And I will take you with me on this journey. So if you want to build your own list of raving fans…
The podcast currently has 130 episodes available.