Category: KickStarter

Tourney: Post Mortem

Happy new year! Time for an end of the year recap. Well… it’s been a year and a half since the last big update for Tourney came out, but I realised that I haven’t really done a post mortem on what went right and what went wrong with the game. So I thought I could do a little one now!

 

Given there has been plenty of time for the game to gather some feedback, I thought I could start there. I collated as many of the reviews as I could and popped them into a word cloud:

 

tourney word cloud

 

The Good

Pretty positive for the most part. “Good fun little game” I can see in there, also some other positive words like “comedy” and “style” which is nice. 

At time of writing, the game has a 68% approval rating on steam. Having more than half of players enjoy the game is fantastic! But I wanted to dig into the reviews a little more to get more of an idea about the criticisms.

tourney decorations

The Bad

Some people wanted more of just a tycoon game that focused on the task of management and the challenge of spinning plates: e.g. salaries, costs, price points, visitor happiness, required growth etc.  However there is another main idea in the game which is "get your team to win". In other words you also have a few knights that you can micromanage in the tournaments, level up, buy equipment for and so on. So the reaction to having to balance management with this idea of progressing your knights was a little mixed. Some thought it was a neat idea, but many didn't. 

This "build the tournament, and then win it" idea had been at the core of how the game was put together - so this then limited a lot of other decisions and mechanics. Since there had to be a set time limit so that there could be a set number of participants with a winner. So because fixed time was the key constraint, the other spinning plates of cost management and construction could only go so far. It also created situations where you might realise you could not achieve an objective too late to do anything about it.

From the feedback I think it’s clear that maybe the execution of some of the ideas was not done well enough. For example the player was meant to feel attachment to their team, but given the number of people that mentioned it, I’m not sure this was successful. Similarly the systems around making sure the visitors were happy didn’t provide as much engagement as it could. The event minigames created some confusion as well.  Some things were not spelled out, which a few players liked as a challenge, many others found it more of a frustration.

Challenges

A key negative word I could see in the word cloud is “short”. A lot of the reviews mentioned that there are only a few hours of gameplay, really.

This mainly comes down to the resources I had available. Both time and money. I did run a successful kickstarter campaign. It was amazing to get successfully funded that way, but it came in at just above my goal, meaning I had the bare minimum to complete the project. I did try to get extra funds via publishers, but unfortunately wasn’t able to.

So having funding from the kickstarter was something of a mixed blessing. Mainly that the campaign made promises on delivery dates. Since I had already built many of the assets in order to run the kickstarter, the art direction was pretty much locked in, the problem there was that creating the 3d assets was very time consuming. I was just a one man team, (with as much help from contractors as I could manage with the funding), so I was only able to produce a limited amount of content in that timeframe. As a result I had to be realistic about how much I could achieve. Even then I still missed the deadline by several months! Perhaps if I had initially gone with a simpler art direction, this could have allowed for more content.

The game was eventually launched on the 4th of November 2021. 

It was a very stressful few months up to launch, given that I did have that deadline. I had to complete development on the game; put together the physical rewards; market it and everything else that goes along with a release. There was also a lot of post-launch patching needed to fix bugs (which indicates I should have also spent a lot more time testing)

All this happened whilst the pandemic was still in full swing! If I am honest - the process did lead to me feeling pretty burned out. Maybe that’s why it’s taken me a bit of time to revisit.

All that being said...

The game was great fun to make. Despite the stress of delivery I really enjoyed the process. I picked up a lot of skills and learned many things along the way. I think that the main idea I had of combining a tycoon style sim with a competitive team game was achieved in the way that I had imagined,and I am happy with how it turned out. However the way this was implemented was not perfect and meant that some gameplay elements were lacking.

 

tourney wine merchant

So there it is. Looking ahead to the new year, I have a minor update for Tourney planned for the new year just to fix and tidy up a couple of things. I have also been prototyping some ideas on how a sequel might look. How I can fix some of the issues and approach the idea in a new way? Who knows... Maybe I can take what I have learned here and create a new version of this game which is bigger, better and most importantly: more fun! 

Otherwise: If you have any feedback then do reach out to me on socials, I’d be interested to hear your thoughts. 

 

Thanks for reading! 

 

Kickstarter! New Equipment and Nobles

 It’s been a while since the last update here. I have excuses though! It’s down to the busy end to last year caused by the kickstarter I talked about in the last post. Well the good news is [drumroll]

It was successful!

I have to say a massive thankyou to everyone that was able to support in whatever way you were able. Be it through a pledge or a share. I think it all made the difference because it was SO close! It’s good to be able to say that Tourney can proceed as planned. 

Following the campaign, and the festive turkey-a-thon I’m back into dev mode, and the freelancers that the kickstarter was for are now underway as well.

My work has mostly entailed working on creating the final set of equipment available, that which is the “best” set. Here is sir Gybard sporting the top level medieval armour, a sword (borrowed from some fantasy game, it seems), a shield, bow and lance (I have unofficially dubbed this the big punchy lance)

 
The above picture shows the top level stuff, but here are the others. 
 

 
 
The simple version is the lowest level, and meant to resemble a medieval squire, like that knight has only just managed to ascend above the level of the lowly squire. Then tier 2 called “crusader” is more like a knight from the crusades. Paladin is then a heavier, rivet heavy version of the others.
 
Nobles
 
Something else that I’ve been working on is the addition of an additional class: nobility (previously there were only peasants in what I had done on tourney). 
 
When adding the nobles I decided that they would have their own snooty requirements. For example I’ve already added the medieval style ale wagon - which is much loved by the peasants… but the nobles will turn up their noses at such sim swill. For them they would much rather buy wine from a wine merchant. Or, rather than buy tacky wooden swords from a carpenter like the peasants they would rather get fine jewelry from a medieval jewelry merchant wagon like this one!
 
 
The dropoff vehicles now come in two flavours for each type, and the amount of people that get off to attend the tournament depends on how many different staff, outlets and stands that you built to cater to each!
 
Next up:
 
Guards and robbers
 
I had a bit of trouble thinking about how to balance doing a public dev log and at the same time fulfil the “backers only” kickstarter updates, so I’ve decided that there will be public updates like this one, that cover the basics of what’s been completed for the simulator, then a more detailed one only available to backers. 
 

 
 
 

Tourney Kickstarter: Nearly half way!!!

 Greetings and well met one and all!

Well we're closing in on half way through the kickstarter. It's not far off  50% funded too. Great news for sure but with two and some weeks left - it is going to be a close thing as to if funding is successful!

https://www.kickstarter.com/projects/tusky/tourney-the-medieval-tournament-simulator

New mini campaign

To keep things going I have added a new pledge level on the campaign: The Patrician

Alongside the "main" campaign story which covers about 6 levels and 4 environment, there will be another mini story which will provide about an our of gaming. It will follow "Squire Plip", entering his first tourney and embarking on a journey to knighthood. This story will be available immediately to patrician level backers. Everyone else will have to wait and pay more. Also! These backers will have their names in the pool of names used when lord and lady visitors arrive.

Troubadour

I've still been making a little progress on the game itself, despite the campaign taking a lot of my time. The next item is a troubadour model, this is a member of staff that can be hired to entertain visitors with her lute. On the Kickstarter will be a backer only post which will go into detail about exactly how the model was put together and textured, and give a bit of a look at how I've tried to give the game it's look.

 

Anyway, lots to do so I must dash. I want to say a big thank you though to all that have pledged, or liked, or shared things about the project. It means a lot and you never know - may make all the difference!