In this episode Hannah and Evan chat about their honest expectations and secret hopes for the latest Kickstarter campaign. What do the numbers mean, and why is it so hard to talk about money?
"Design Doc" Backlog
42. The Episode Before the Kickstarter
October 20th, 2021We’ve had seven years to think of a good pitch for our game. Now, we’re Kickstarting Questlandia again and we’re finally figuring out the pitch that feels right. In this episode we talk about the impending Kickstarter for a new edition of Questlandia, and just how hard it is to find a genuine voice when … Read more
41. Resist the Urge to Fill Negative Space
September 28th, 2021We haven’t had a deadlined project in a minute, but now it’s time for a deadlined project again. How do we incorporate that work without letting un-deadlined projects slide? How does anyone not just fill the negative space? Intro/outro music: Pat King Join the Turtlebun Discord: https://discord.gg/9umUykHVAQ Our Patreon: https://www.patreon.com/turtlebun
40. The Work of Games Is Not Just Making Games
August 31st, 2021We just finished a year-long project, and have a little time to plan our next steps! The work of what happens in-between is just as important as the work of making a new game.
39. Shootin the shoot
May 27th, 2021Hannah and Evan shoot the shoot about games, being in the weird middle space of a project almost being done, and launching lucrative YouTube careers.
38. How to Compare Roleplaying Games
April 6th, 2021Hannah and Evan talk about the quest to thrive in the shadows of the world’s most popular RPGs. An episode about how to compare your games to the big ones, for the good.
37. Deluxe Edition
March 17th, 2021Hannah and Evan discuss the trials and tribulations of offering a “deluxe” version of a game on Kickstarter.
36. Everything Old Is New Again
February 2nd, 2021We sold out of Questlandias, and have decided to revamp it for the next print run! In this episode we talk about returning to our first game.
35. Scopeful Optimism
January 12th, 2021We talk about what makes a game’s scope big or small, why Q2 has taken so long, and all the projects we’ve made in the meantime.
34. Designing a Game Design Workday
September 28th, 2020We talk about how we’ve redesigned the structure of our workday, because boundaries around work are important even when—and ESPECIALLY when—it’s work you love.