Showing posts with label review of the year. Show all posts
Showing posts with label review of the year. Show all posts

Monday, September 29

Aw[esome|ful]

It's the end of our 8th financial year on Tuesday.

We've done well to last this long, Reiver Games only managed 6 years, and it was on life-support for the last two.

If you run a business there's two things you really care about.

Cashflow.

And profit.

Historical we've done ok at the second one, managing around 11% profit on average over the last 7 years.

But cashflow was always a challenge.

Our overheads were initially small, but our web sales outside of campaigns were tiny.

We stayed alive through crowdfunding campaigns and the occasional convention.

But that put us on the clock - we needed to crowdfund frequently to keep us going.

Then Paul lost his job and we started paying him a (tiny!) salary.

Larger overheads meant worse cashflow - more pressure.

The last few years we've had to lend the company money a few times to keep it alive.

This year I've focused on fixing that.

Building up more cash in the company and trying to leave it in, not take it out.

Spending money on ads to boost website sales, so we can cover our monthly overheads.

And in some senses it's been successful.

Web sales are near double last year.

We've much better cashflow than the last couple of years.

That's awesome!

But the ads weren't as profitable as I'd hoped, and as I scaled them they got worse.

The ad spent brought in enough sales to cover the overheads and keep us afloat.

But not profitably.

Every year until now we've shipped a full crowdfunding campaign.

But this year we carried nothing over from last year and only shipped about 10% of the rewards of this year's campaign.

So sales are much lower. 

Coupled with the fact that we've paid the costs for a crowdfunding campaign this year: ads and fees.

So with the unprofitable website ads compounded by all of the costs and very few of the sales of crowdfunding we've made a massive loss this year.


That's awful.

I'm hoping next year will be better.

We've a lot of crowdfunding to ship in the next few months.

And I'm working with someone to improve our web ads.

Fingers crossed. 

Something needs to change.

Monday, December 28

2015 The Year In Review

For the third year in a row I set myself some goals at the beginning of the year in four categories: blogging, playing games, designing games and app development. They were meant to be a stretch, but achievable so here's how I got on.

Blogging
I set myself three blogging goals this year: 10% growth in page views, blog every Monday and do something for NaGa DeMon. All modest and achievable, or so I thought. Blog page views have been climbing steadily since I started blogging again back in 2012, but for some reason around April they suddenly dived. Whether Blogger have started blocking spam bots or I've suddenly become far more boring than I already was (which would be a real stretch!), the readership tanked and never recovered. I was aiming for 45.5K page views and I only managed 36K, which was 15% down on last year. Epic fail. I did manage to blog every Monday (as far as I recall) and I did something for NaGa DeMon (publishing the handmade run of Zombology) so mixed success on the blogging front.

My most popular posts were:

  1. Why Aren't I KickStarting
  2. After The Drought, The Deluge
  3. New Games Company Checklist

Gaming
My gaming goals were to play at least 365 games and to have played every game in my collection at least ten times (with exceptions). At this point, with a few days to go I've racked up 413 plays with the following over ten plays this year:

  • 58 plays: Unpublished prototype (mostly Zombology)
  • 27 plays: Ra (I think all on the iPad)
  • 22 plays: King of Tokyo (one of the games I had to play ten times - nailed that one!)
  • 20 plays: Carcassonne (all but one play on the iPad)
  • 20 plays: Pandemic (iPad)
  • 17 plays: Hey! That's My Fish (iPad)
  • 15 plays: Lords of Waterdeep (iPad)
  • 12 plays: Galaxy Trucker (ten plays list again and all on the iPad)
  • 12 plays: Stone Age (mostly, but not all, iPad)
  • 11 plays: No Thanks! (A Games Night filler favourite)
  • 10 plays: Coup (Games Night favourite)
  • 10 plays: Martian Dice (some in the flesh, some on the app I wrote for my phone)

The other goal was to have played every game I own at least ten times by the end of the year. Not necessarily during this year, if I've played it at least ten times in the past I didn't have to play it this year at all. I started the year with seventy-something plays required to hit that goal, and I didn't quite make it (there are four games at nine and two at eight plays left at this point and that's almost certainly how it's going to end). Close. But no cigar.

I've found the ten plays goal useful for honing my collection (I gave away 11 Nimmt!, 20th Century, Divinare, Euphoria, El Grande and Thurn und Taxis) but to be honest I've also found it to be a bind, it drove the games selection at almost every Games Night I had and sucked the fun out of things a bit. I mustn't get myself into a similar mess next year.

Another notable thing this year was the start of what I hope will be a large part of my life from now on. I've been a gamer since I was little. I've been a dad for three and a half years. But this year, I became a Gamer Dad. The Daughter has a few (very simple) games made by Orchard Toys: Where's My Cupcake?, The Lunch Box Game, A Game of Ladybirds and, since Christmas, Monster Dominos. She's learnt to take turns, roll dice, draw tiles and match symbols. She's also learnt to win and is in the process of learning to lose gracefully (that one might take a bit longer!). Where's My Cupcake?, a particular favourite, almost got a listing above with nine plays this year. As yet none of these games require any skill, it's just taking turns and following the rules. I don't want to rush her into proper gaming, I want it to be something that she wants to do for fun, rather than something I push onto her because I want to do it. We'll see how next year develops and what makes it into the list of ten least ten plays at the end of next year.

Designing Games
Only one goal here, self publish a game again this year with my own art. Well it was a roller coaster, but I just about pulled this one off. It started out with the goal of publishing a 50 or 100 copy run of either Zombology or Dragon Dance. Then that turned into making a 150 copy run of Zombology at £9 each. I took 20 pre-orders and started getting ready for that, setting up a bank account and everything and then disaster: I got promoted at work. Ok, that's not really a disaster, but it put paid to any notion I had of becoming a hobby games publisher again. At the last minute I decided to just make the twenty copies for the pre-orderers for NaGa DeMon at cost which I hoped I could get around the £9 I had initially advertised. Do you see what I did there? Folding two goals into one? Cheeky, but I make the rules so, I figure, acceptable. It turned out I needed to make thirty to hit the £9 cost so I wouldn't lose any money on it (but not make any either). During November I only finished fourteen of them (so I failed NaGa DeMon!) but the others just need the cards doing and I've shipped six of them, so that counts as a success as far as my goal for the year goes.

App Development
I'm still slowly learning German using the excellent Duolingo, but there's some stuff I'd like it to do that it doesn't, most notably, show verb conjugations and adjective declensions in a table and present similar words together. I'd started writing an app for that on my phone, and my goal was to finish and publish that this year. I've made some progress on that (it's now useable and I do use it on my phone) but it's not yet ready for public consumption, not even as an early beta/alpha, so another failure I'm afraid. I want to go back to working on that next year.

All in all it's been another good year, hard work and I didn't achieve everything I set out to at the beginning, but still good fun! Here's hoping for another good year next year.

Monday, December 29

2014: The Year in Review

2014 has been a pretty good, if slightly strange, year. It started on New Year's Eve in the house on my own. Thanks to radiotherapy for my overactive thyroid I had to keep my distance from The Daughter for three weeks. With her only 16 months old it was going to be very unfair for me to always be around but never come near her or give her a cuddle, so The Wife and The Daughter stayed in Bristol after Christmas and I came home on my own and got nuked. I got the dose on New Year's Eve in the afternoon, that evening I was at my most radioactive - so I didn't even go out and see friends. Definitely the second crappiest New Year's Eve of my life.

The next three weeks I was home alone, so I got to live the bachelor life style: eating like a student and playing games all the time - I even got a game of Twilight Imperium III in! On the way to rescue The Wife and The Daughter I stopped in at Terry's and had a day's gaming with my old Bedford group. I used to see them for games every week, but since moving to Newcastle (about 250 miles away) I don't get to see much of them at all. The rest of the year was busy but good fun, with a trip to Baltimore for work (but no impromptu gaming this time!), a convention (Beer and Pretzels in Burton again with Terry). But in November we had some bad news which derailed my NaGa DeMon efforts a bit.

Games Design

I'd set myself a few goals in 2014 for games design:
  • Make four more versions of Vacuum
  • Get Zombology ready to submit to a publisher
  • Do NaGa DeMon again
I had mixed success. I made new versions of Vacuum in January (during the exile period) and February, but then didn't really touch it for the rest of the year. Goal 1: Failed. My main focus was Zombology instead. I was making a new version almost every month and playing it a lot. Towards the end of the year I was getting pretty happy with it, so much so that when Dan from Newcastle Playtest saw a publisher asking on BGG for that sort of game, I sent it off. It wasn't really ready, but I sent it off anyway. The result? It's not really ready - could have seen that coming! I've now got another version together that I'm hoping to find playtesters for shortly. The publisher is still interested, once it's ready, so I need to crack on really. Goal 2: I submitted it, so I'm going to call that a pass! I did NaGa DeMon again, designing Dragon Dance: Fire v Lance. It's very early days, but I think it's got some legs, so I'll continue working on it next year. NaGa DeMon on the blog was less successful than last year, but it's still my second best month on the blog ever. Goal 3: Passed. In other news, I dusted off Border Reivers and started trying out some ideas for a second edition, taking everything I've learnt in the ten years since I initially designed it and trying to fix some of the flaws.

General Gaming

My goals for gaming in 2014 were:
  • Play at least as many games as there are days in 2014
  • Play every game I own at least once*
Now that I count playtest games and iPad games against humans towards my totals, goal 1 was pretty easy. The Daughter is older and sleeping better than last year and I've been doing a reasonable amount of travel for work with my iPad and some colleagues/victims, so I've aced it. When I wrote this last week I'd played 514 games. Goal 1: Passed. Like a Boss. You'll note the asterisk next to goal two. That's important. According to BoardGameGeek I currently own 71 games (excluding expansions) but six of those are games I own for sentimental reasons, and those I excluded. So I own 65 games. At this point I've played 64 of them, and I'm pretty sure the last one will get played in the next week or so, so that's a provisional: Goal 2: Passed. I've also used this goal to hone my collection, those games that I've been struggling to drum up the enthusiasm to play left the house this year as gifts to friends or Newcastle Gamers. Those that left: Qwirkle, Meuterer, Snow Tails, Pirates of the Spanish Main, Citadels, Cleopatra and the Society of Architects, Tigris and Euphrates and Clans.

My five and dimes for this year were:
  • 63: Zombology - the joy of designing a short game is that you can test it quickly, over and over again
  • 28: Ra - mostly on the iPad on the train
  • 27: Martian Dice - including testing my Windows Phone app with friends
  • 26: Coup - a Games Night staple
  • 25: Hey! That's My Fish! - on the train
  • 23: Dragon Dance - all since the beginning of November!
  • 23: Carcassonne - on the train again
  • 18: Love Letter - at Games Night
  • 16: Rumis - great fun
  • 16: Race for the Galaxy - mostly with the Alien Artifacts expansion (sans orb bit)
  • 13: 6 Nimmt! - at Games Night
  • 12: Stone Age - on the iPad
  • 11: X-Wing Minis - with Dave mostly
  • 10: Lords of Waterdeep - on the iPad and in the flesh
  • 10: Pandemic - on the iPad mostly
  • 10: Stormy Seas - all on Christmas Day! This is straight onto my wishlist
  • 9: 7 Wonders - still popular at Games Night
  • 7: Hive - no idea when I played this!
  • 6: Codename: Vacuum - early on, before I focussed on Zombology
  • 6: Coloretto - Games Night filler
  • 6: No Thanks! - Games Night filler
  • 6: Hol's der Geier - Games Night filler
  • 6: Die Speicherstadt - Games Night
  • 5: Firefly - Love this, just wish it was shorter, so it fit comfortably in a Games Night
  • 5: Puerto Rico - on the iPad
  • 5: Forbidden Island - iPad, I don't own the cardboard version

Blogging

My goals for blogging this year were:
  • Write a blog post every Monday
  • Get 40,000 page views
  • Gain 10 new followers
Again, mixed success! I blogged every Monday in 2014 except one, when an automatic scheduling error during my holiday in the wilds meant it didn't go live until Tuesday when I wandered into some mobile signal and checked. I'm gonna call that Goal 1: Passed. During 2014 I got 41,500 page views. Goal 2: Passed. But only three new followers, Goal 3: Failed.

My most popular posts of the year were:

Windows Phone Apps

In addition to playing, designing and writing about board games, this year I started developing board game-related apps for my Windows Phone, a few of them are personal apps for helping me design or test my games, but three of them seemed of interest to others, so I made them freely available this year. Between them they've only had 60 downloads, so they're not wildly successful, but I did them for my own interest and as programming exercises, so if they are useful to anyone else at all that's an added bonus. I'd like to keep up the app designing next year too.

That's enough wittering for now, so until next week's Goals for 2015 blog post; I hope you all had good years too, and here's hoping next year will be even better!

Monday, December 30

2013: The Year in Review

2013 has been a lot less momentous than last year, no major purchases or moves. We've been adapting to life as a family and trying to make do with very poor nights' sleep (bless her, The Daughter seems to be one of the worst sleepers of her cohort of friends). It's been an excellent year, as The Daughter grows up we've got to watch her learn to smile, crawl, walk and start to talk. We're starting to meet the person too, as her personality develops. She's a very happy, giggly and affectionate girl and brings us both a lot of pleasure - which more than makes up for the nights.

Professionally, my employer (that I'm working for for the third time) that I've been employed by for half my working life was bought by a large American corporation which meant, predictably, a slight increase in bureaucracy, countered by an nice increase in benefits. I got to visit Minneapolis for work in June, my first visit to the mid-west US, and while there hooked up with a few gamers via BGG (who thankfully weren't axe-murderers) and went to the Fantasy Flight Games Event Centre for some after work gaming.

The year is ending on a strange note though, as I've come home from Bristol on my own, with The Wife and The Daughter remaining in Bristol for three weeks while I get radiotherapy for an over-active thyroid. It's strange having the house to myself - very quiet and lonely.


Games Design

I spent most of the year pressing on with Codename: Vacuum, racking up one or more plays per week, tweaking things here and there. It's getting better, slowly, but with so many cards each tweak needs careful balancing to ensure the decks are all roughly as good as each other.

In August, Dan Howard and I started up Newcastle Playtest, a bi-monthly meetup in a pub to playtest each other's games. It started off strongly with six designers getting involved, and plenty of willing playtesters. Nearer to Christmas it has died down a bit, it'll be interesting to see if there's enough interest in the New Year to keep it going. I've found it very useful, interesting and enjoyable on the occasions when I've managed to make it along.

In November, I decided to get in on the NaGa DeMon action and resurrected Codename: Proteome with a new theme and new mechanics as a game of Zombie science: Zombology. I managed to make five different prototypes, six different rulebooks and played it 16 times in the month of November. The end of the month version is available print-and-play and I'm still continuing to work on it.

After the hectic month of NaGa DeMon action, and with Christmas and its associated socialising on the cards, I had a fairly quiet December, no prototyping, hardly any playtesting and not much gaming at all until the Christmas break. I did have another game idea though: Codename: Dragon - a 2-player card game about St. George and the Dragon. It's been a long time since I last had three designs on the go.


General Gaming

I've had an un-written goal for the last five or so years to play as many games as there are days in the year. I've not managed it since 2010, but I've done it again in 2013: 370 + whatever I play at tonight's bonus Games Night. Again, I've counted iPad games against real opponents. My five and dimes were:


  • 56: Codename: Vacuum - played this a lot!
  • 27: 6 Nimmt! - a favourite Games Night filler
  • 22: 7 Wonders - popular at Games Night and with the in-laws
  • 19: Ra - mostly on the iPad while travelling for work
  • 18 Race for the Galaxy - popular at Games Night and with The Wife
  • 18: Zombology - almost all in November!
  • 14: Incan Gold - popular at Games Night
  • 13: Hol's der Geier - a Games Night filler
  • 11: Carcassonne - On the iPad and with the in-laws
  • 11: No Thanks! - Games Night filler
  • 11: X-Wing Minis - need to play this more!
  • 10: Thunderstone - popular with The Wife and the in-laws
  • 9: The Resistance - at Games Night, and when Paul came to visit
  • 8: Coloretto - Games Night I guess?
  • 8: For Sale - another short game popular at Games Night
  • 8: Hanabi - love this one, only got it in July I think
  • 7: 11 Nimmt! - Games Night filler
  • 6: Hey! That's My Fish! - on the iPad while travelling
  • 6: The Speicherstadt - I taught this a couple of times at Newcastle Gamers
  • 5: Carcassonne: The Castle - on holiday with the sister-in-law
  • 5: Lords of Waterdeep - a Games Night favourite
  • 5: Love Letter - learnt this at Beer and Pretzels

I also made it to a convention this year, for the first time in about 4 years: Beer and Pretzels in Burton-on-Trent in May. It was a great weekend, hanging out with my friend Terry whose Games Night I used to attend when we lived down south. I learnt several new games that weekend too.

Purchases-wise, I bought The Bridges of Shangri-La in the Travelling Man sale and Hanabi and Love Letter later in the year. I got Macao, Thurn and Taxis and Alea Iacta Est for my birthday and Coup and Galaxy Trucker for Christmas. Plus I got a boatload of X-Wing minis during the year. I also got rid of Babel, Canal Mania, Clans, Eminent Domain, Fzzzt! and Meuterer - given away to friends in the hope they get played in their new homes.


Blogging

My goals for blogging for the year were to blog on at least 45 of the Mondays in 2013 and get 20,000 page views and a few extra followers. As it turns out I've blogged every Monday in 2013 (plus a bunch of extra times in November for NaGa DeMon), got 35,000 page views and 7 new followers. A huge success. Mostly down to NaGa DeMon if I'm honest. My most popular posts this year were:



I hope you all had good years too, and here's hoping next year will be even better!

Monday, December 31

The Year in Review

2012 has been a momentous year for me in a number of ways. I became a father back in August and that's been very hard work, but also very exciting and great fun already with the promise of lots more fun to come. I moved back to Newcastle at the end of last year so it's been my first full calendar year in Newcastle since 2004 and my first full calendar year in full-time employment with same employer since 2007. We bought a house in March and a car in December. And I visited Canada for the first time. But probably the most relevant thing in this forum is that it was the year I re-kindled my love of Game Design.


Games Design


I had the idea for Codename: Vacuum during a discussion with The Wife during a long car journey at the end of November last year. In just over a year it has gone from concept to a fairly solid prototype (with another almost ready to print), and interestingly it hasn't changed a huge amount. The concept is still the same (though the setting has changed very slightly) and the main mechanics and actions are still as originally envisaged. I'm pleased with how Codename: Vacuum is progressing and hope to get it to a print-ready stage by the end of next year when I'll have to make a decision about whether it's good enough to
proceed with and, if it is, whether to try KickStarter or hawk it to established publishers. Exciting times once again.


Back at the beginning of the year had an idea for a little card game (Codename: Proteome) to make as a conference giveaway from my current employer. After an initial burst of interest in the office this one completely fizzled out. It's a shame but, especially now that I have a daughter to look after, I'm very pushed for time so focussing on a single game is a way to ensure that something gets done rather than negligable progress on half a dozen things.


Finally, in November I had an idea for another game (Codename: Vengeance) which co-incided with NaGaDeMon. It was to be a worker placement/area control game conceptually based on the old Populous computer games. The announcement that Peter Molyneux was going to KickStarter to fund a re-imagining of Populous put paid to that idea too, but silver lining: I've only really got time for one game anyway, so Vacuum benefits from that idea falling by the wayside too.


General Gaming


From a general gaming point of view it's been a surprisingly good year. I've not got to any conventions or trade shows, but I've managed a fairly regular games night that suffered only minimal disruption around the house move and the birth of our daughter. I've played 328 games, a large number of which were on the iPad while travelling for work (I've decided rather arbitrarily that games on an iPad against human opposition count towards BGG play stats). My five and dimes were:


  • 25: No Thanks! - One of our favourite fillers at Games Night
  • 24: Race for the Galaxy - A perennial favourite at Games Night and with The Wife
  • 23: Ingenious - All played on the iPad with Mal on our trip to Denmark
  • 22: Codename: Vacuum - Getting somewhere with this
  • 22: 7 Wonders - Still loving this, simple and quick, but still interesting
  • 15: Carcassonne - One of my favourite games for nearly 10 years
  • 15: The Resistance - Battlestar Galactica, but playable in an hour - awesome!
  • 13: 11 nimmt! - Popular at Games Night
  • 13: Hey, That's My Fish! - Mostly on the iPad on planes to and from Vancouver
  • 11: Hol's der Geier - I'm loving this very simple, yet devious, filler
  • 10: Stone Age - Popular at Games Night and with The Wife
  • 9: 6 Nimmt! - Another Games Night filler
  • 7: Ave Caesar - Vicious and quick race game
  • 7: For Sale - Another Games Night filler
  • 7: Guess Who? - With my niece over Christmas
  • 6: Army of Frogs - All on the iPad
  • 6: Coloretto - Bought in Vancouver at Starlit Citadel
  • 5: Guillotine - Bought in Vancouver at Starlit Citadel
  • 5: Lords of Waterdeep - Very popular worker placement lite game with a D&D theme
  • 5: Lost Cities - Huh? I don't remember playing that 5 times!
  • 5: Thunderstone - much prefer this to Dominion, themed up to the nines (and I've a boatload of expansions)

With the bigger house and my own Games Night for the first time, I've bought quite a lot of games this year: Coloretto and Guillotine in Canada, Cleopatra and the Society of Architects, Clans, Tigris and Euphrates and El Grande cheap from a friend plus: The Resistance, K2, Hansa Teutonica, Village and Divinare. I've also bought Army of Frogs, Ingenious and Through the Desert on the iPad. A disappointing number of the real games have yet to hit the table.


Blogging


After the fallout of Reiver Games, my blog had slowly withered and died over the last couple of years. I started it back up last November after having the idea that became Codename: Vacuum. I posted a few times through January and February, and then it went quiet again during and after our house move. I started it up again in August (the week before my daughter was born) and have been posting pretty much weekly ever since. I've managed 27 posts this year, including one that was picked up by BoardGameGeek News and then Reddit and went on to become my second most read post ever. That month (October) went on to become my month with the most page views ever, eclipsing the early days of my blog. Of course, after the Reddit storm died down page views are back to normal, but still ticking over nicely. My most popular posts this year have been:



Here's hoping that next year will be as good! Until then, Happy New Year!