Jason (GameGobble): Some people describe your game as a light to mid-weight Euro. Do you think that description is accurate? What kind of gamer would you say Dinosaur Island is ideal for?
Jonathan (game designer): I do think it’s accurate, because it’s what we were aiming for! They are some of my favorite types of games to play as well! Dinosaur Island is great for groups who want a game that is easily approachable and learnable, but with a decent amount of depth. Also, people who love dinosaurs and puns.
Jason (GameGobble): Talk about the overall gaming experience you were trying to create when developing Hafid’s Grand Bazaar.
Mike (game designer): We wanted the loud bustle of an open air market where you are talking over everybody else, in an anything goes effort to make good deals. Like all of the games we design, I wanted the social component to factor heavily and I think we did well with that. Hafid’s Grand Bazaar is not a quiet game by any means. Even the choice of going with an icon based system on the cards created an artificial language barrier with players, which led to a hilarious in-game culture as players are trading and negotiating as fast as they can.
Jason (GameGobble): Sunset Over Water has different card types that provide randomization during gameplay. But each player gets to make some interesting decisions too. What was your intention in balancing the amount of luck vs. strategy involved?
Ed (product lead): Sunset Over Water always had the same audience/player as Herbaceous in mind. We wanted to make a game Herbaceous players could easily transition to, so while there are more mechanics in the game (it isn’t quite the simple, beauty of Herbaceous) we wanted to make sure the experience was more than a taxing strategy game.
Sunset Over Water is a game that should be easy to teach, play, and one where you can have a hold conversation with your friends.
Jason (GameGobble): The look and feel of Herbaceous work really well with the game’s mechanics. Talk about how the artwork and theme came together during development.
Ed (product lead): Herbaceous was art/audience first, mechanics second. Beth Sobel had posted a number of the herbs as part of a Bonanza reskin and I felt there could be an incredible game there for a casual, non-gamer audience. Steve Finn understood the idea and designed a game to deliver that. We iterated a bunch, but the audience always was paramount.