Monday, November 8
Setbacks
Monday, November 1
Enthused
Monday, October 25
Busy / Not
Last week after a huge amount of assembling for the last deluxe rewards, Paul shipped another 75 parcels.
Some of Friday’s shipments.
There’s about 30 left after that, which will go out shortly.
That’s the deluxes done, one month late.
I spent the week prototyping and catching up on the bookkeeping.
Now I’m away for a long weekend.
On my return it’ll be back to playtesting and iterating through the loop.
Monday, October 18
Cadence
Monday, October 11
Mojo
Monday, October 4
Three!
Monday, September 27
Manifestation
Monday, September 20
Frustration
The box that’s stopping us fulfilling the Kickstarter has spent two weeks in a depot in Germany.
Why?
I guess returns aren’t a priority.
The supplier has chased it with DHL.
Still no movement.
This is all so galling.
Before Brexit this would have just been delivered.
In a couple of days.
Job done.
It all went wrong when we didn’t receive a letter telling us there were customs due.
So we didn’t know it was waiting for us.
Now we’re waiting for it.
Photo by Aron Visuals on Unsplash
At least Paul’s now finished cutting the deluxe rewards.
So things will move quickly when it gets here.
For now, the wait is on.
When will it get here?
Soon I hope.
Monday, September 13
Development
- import a Kickstarter spreadsheet,
- import and match up a Gamefound spreadsheet,
- build a fulfilment spreadsheet from those,
- import the latest fulfilment spreadsheet,
- update the accounts.
Monday, September 6
Family
Monday, August 30
Cross-Check
Monday, August 23
Repetition
Monday, August 16
Four
I started Eurydice Games four years ago.
To self-publish hand-made games.
Specifically not to go to Kickstarter.
Or mess up like I did last time. To learn from my mistakes.
Things have changed!
Paul joined and we formed a limited company a year later.
We’ve been to Kickstarter four times, each more successful than the last.
This year is already our most successful ever, and we’ve a lot of games we hope to ship in the next six weeks.
Things are changing further.
Paul is going to be employed by Eurydice Games from September.
And earn a salary.
I never managed that with Reiver Games.
I really hope we can continue to be successful enough to support Paul.
Here’s hoping year 5 is a good one!
Monday, August 9
Return
Monday, August 2
Absent
Monday, July 26
Time
Monday, July 19
Relief
And breathe.
It’s been a stressful couple of weeks.
There’s only two outstanding orders for the Kickstarter fulfilment: boxes and wooden bits.
The boxes are pootling on, we’ve received proofs approved them and the full order arrives on Wednesday.
The wooden bits were all that was left.
They were due this week, so a couple of weeks ago I sent them and email checking it was all ok.
“We’re having difficulty getting time on the machines”, I was told - it would be late.
“How late?”, I enquired.
A different question was answered.
We’ve got 200-odd rewards to ship by the end of September. Paul’s planning a two-week holiday. There’s loads to cut, bag and box.
Are we delayed a week (no problem), a month (tight) or a quarter (deadlines missed) I wondered?
It took two weeks to get an answer to the questions.
I worried.
Our unusual business model means we’re insulated from the shipping chaos that’s stressing out every other publisher. It means we’re often able to hit our deadlines.
Nearly 400 people have entrusted us with tens of thousands of pounds of their hard earned cash.
I didn’t want to break that trust.
Fail them.
I found out on Wednesday they are delayed a couple of weeks.
Not a problem.
And relax.
Breathe.
A weight lifted.
Monday, July 12
Personal
This has been a week of two halves.
Like a football match.
During the weekday evenings I was populating the fulfilment spreadsheet.
It’s slow work.
Especially for the deluxe backers because I email them to see if they want their boxes personalised.
It’s worth it.
Some of their choices are very entertaining.
On the weekend I put that to one side.
Paul and his family visited for the weekend.
First time since Feb 2020.
We hung out. Played games. Playtested Coalescence and schemed about Xeno Wars.
It was great.
Oh, and there was some football on too.
Monday, July 5
Opportunities
Monday, June 28
Words
Monday, June 21
Change Gear
I've spent the last month or more doing graphic design and placing orders.
The Box of Flicks 2 rules. And then dashboards.
Both much bigger jobs than I had expected.
A new box.
I've even re-done the Box of Flicks 1 rules (just added a components section and some ship rules that were in the Expansion, but not included in Box of Flicks 1).
It's been time consuming.
I'm placing the final order for materials today. Then everything is in flight.
There's only four orders outstanding, and I'm expecting two of those to arrive within a week.
The next thing for me is completing the fulfilment spreadsheet so Paul can ship stuff and then catching up on the bookkeeping.
Paul has been doing the cutting files and getting his tools together for fulfilment.
We've also had to order a replacement tube for the laser-cutter, which an engineer is fitting as part of a service this week.
Then Paul can start cutting in earnest (he can't do any fulfilment until the boxes and wooden bits arrive next month).
Busy, busy...
Monday, June 14
Tired
It’s been an intense week.
I started a new job on Monday. The first in ten years where I didn’t know most of the staff on arrival.
Mum and Dad have been here all week for the first time in 21 months.
I’ve been staying up late chatting to Mum in the evenings.
It was my birthday too.
Around all of that I managed to send out the Print and Play rewards on Monday (a week late).
And place the last two acrylic orders.
And the penultimate print order.
And check the proofs for that and find yet more things that needed fixing (it had been proofed three times before!).
Next up is a little bit of graphic design tweaking the last print order. Placing and checking that.
Then the next big task is filling in the fulfilment spreadsheet that Paul works from and writing the 220 invoices I need to do from May and June.
There is no peace!
Monday, June 7
The Cusp
The last week has mostly been spent relaxing.
Three days in the woods and then a couple of days at home.
Recharging my batteries.
I needed it.
I’d been burning the candle at both ends for a few weeks.
The Box of Flicks 2 rules are done now and with the editor.
My almost three weeks off work are done now.
New job started today.
I can slow down a bit now - I’ve just got a few last orders to place and then everything is in flight.
Monday, May 31
Feelings
This week has been one of emotional highs and lows.
I’m in the middle of almost three weeks between day jobs so I’ve had lots of ‘free’ time.
I’ve spent that time with my family, doing household jobs, and a lot of Eurydice stuff.
Monday and Friday last week I met up with Paul (and also Alex on Friday) and we playtested new FlickFleet ideas, Coalescence, The Uprising Saga and Alex’s game: Aliens Ate My Planet.
It felt great to feel like a game designer again.
On Thursday I got to watch Daughter the Second (now four!) during her swimming lesson (I usually work during them) and it was awesome to see her so confident in the water.
I also spent a lot of time very stressed about today’s Print and Play Kickstarter deadline.
I’ve been working late almost every night plus, where I can, during the days.
It was a way bigger job than expected and today I’m off on holiday for a few days and my parents are visiting next week. I missed the deadline and due to the next couple of weeks’ activities I’ve missed it by a lot.
Stressful.
Highs and lows!
Monday, May 24
Weird Week
A month ago my day job went sideways.
It was a pre-revenue start-up, so I knew it was a risk.
Still, it was unexpected.
And inconvenient. At the peak of post-Kickstarter I found myself urgently looking for a job and interviewing.
I’ve been lucky (again!).
I’ve got another job lined up to start in early June.
Last Wednesday was to be my last day, but I was made redundant on Monday.
My 2.5 weeks of between jobs became almost three.
This was better timing - I’ve got the rulebook for Box of Flicks 2 to do. And the dashboards. And the Print and Play packs.
Plus there’s loads of house jobs to do.
It’s been a weird week!
Monday, May 17
In Flight
Monday, May 10
And Breathe
The last few weeks have been a whirlwind.
Pledge Manager to get live. Pledges to record in the accounts.
Playtesting and finalising rules for new bits.
Starting to work out what we have to deliver and ordering what we can now.
And on top of all of that, my day job went sideways and I needed to find a new one.
So lots of interviews and additional stress.
Thankfully I’ve now got an offer so that’s one less thing to worry about.
Going to take a couple of weeks off in between roles to relax (and finish the P&P pack and the rules and dashboard layout).
And breathe...
Monday, May 3
Accounts
We’re a small company. Just Paul and me.
So we wear a lot of hats.
Hats that would be worn by trained professionals in a bigger company.
One of my hats says ‘Accountant’ on it. But I’m not an accountant.
Still I do all the bookkeeping.
When I ran Reiver Games I did cash accounting.
I hated it and often left it to the last minute. Months later I would be going through bank statements trying to work out where I’d gone wrong.
For Eurydice I do double entry. It’s more work. But so much better. There’s some error correction built in. You can easily see where everything is.
I quite enjoy it now.
Our books are usually up to date every day. I can check account balances at any point to make sure I’ve not made mistakes. Everything tallies.
The only time that isn’t true is now. During a Kickstarter we only get one payment (from KS), so it’s easy to record. During a big pledge manager we get over a hundred. And lots of those arrive the same day.
The books are slowly catching up. But they aren’t there yet. So I can’t check that they’re correct. Check I’ve not made any mistakes.
It’s weighing on me.
Monday, April 26
Distraction
Paul and I work in shifts.
I do the Kickstarter page.
Then run the Kickstarter.
Then the pledge manager.
Then the graphic design and Print and Play files.
Then catch up on all the accounts and fill in the fulfilment spreadsheet.
Then the real work begins - Paul has hundreds of games and expansions to laser-cut, bag, box and post.
We’re still in the ‘Jack is very busy’ phase.
And now I need to find a new day job, pronto.
It’s been a distraction. Things have slipped.
Only by a few days, but I need to get back on track.
Hoping to have the Pledge Manager go live this week...
It’s mostly done.
Monday, April 19
Grind
Crafting a Kickstarter page is about design.
Make it look great.
Get the words right.
Hone everything.
Will it grab people’s attention?
Launch!
Then wait and watch it work. Or not. Or only just.
We’re now setting up the Pledge Manager.
It’s very different. A chore.
Setting up a web shop really.
Populating your store with wares.
And we have a lot of wares.
It takes an age, but I’m hoping to finish before the end of the week...
Monday, April 12
The Eye
All is quiet.
We sit in the eye of the storm.
Kickstarter is a crazy time, comments to respond to. Ad reactions. Messages. Changes to the campaign.
It’s hard work. Even without the worry of funding or not, it’s stressful.
Evenings away from the family trying to keep up.
In a couple of weeks the Pledge Manager should be live on Gamefound.
It’ll be crazy again - loads of bookkeeping to do. Constantly evolving reward totals. Chasing the people who don’t complete it.
For now it’s all quiet. Just plugging away at the Gamefound page. Getting things ready.
A chance to recharge.
Monday, April 5
Landing
Our fourth Kickstarter finishes in just over 30 hours.
It’s been amazing.
Highest total by a country mile.
Highest backer count too.
We’ve unlocked six of the original eight Stretch Goals.
The seventh is very close.
At one point my (as it turns out wildly inaccurate) predictions spreadsheet had us nearing the point where we would have to register for VAT.
Kickstarters are a rollercoaster.
Less stressful than the first - where we very nearly failed.
But still, we’re small enough that we feel the joy of every new backer and the disappointment of every cancellation.
It’s nearly over.
A chance to relax and breathe.
The Pledge Manager will be right behind it though.
Busy, busy.
Monday, March 29
Lift Off!
The Kickstarter is going really well.
On course to be our best ever again.
Things are shifting though.
Our plans are changing. Adapting. Responding to backer demand.
We hadn’t intended to reprint Expansion 1 or Box of Flicks 1.
But people want them.
So we’re changing our minds.
It’s keeping us busy.
But we made the decision for the right reasons.
And people seem to like that.
Monday, March 22
All Systems Go!
Our fourth Kickstarter launches tomorrow. Another mini one like last time.
In some ways this is the most prepared we’ve ever been.
Pre-launch ads. Well over 100 project followers before we begin. Facebook group and launch events. Shared with channels ahead of time. A landing page on our website.
I’m confident we’ll fund this time. Last time we weren’t confident. Even with a £500 target.
In other ways we’re unprepared.
Our Kickstarter project was initially rejected. Paul and I haven’t met in person for months.
Tomorrow we find out if we’re right to be confident...
Monday, March 15
First Time!
In the Lego Batman sense.
We submitted our latest Kickstarter for review a couple of weeks ago.
Nice and early so we would have a pre-launch page to share.
And to see if we got more sign-ups to that than our mailing list on the landing page.
Kickstarter rejected it.
Nothing new they said.
It’s a whole box full of brand new stuff.
We can appeal. Exactly once.
It was half-done anyway.
So we’ve made a load of changes.
Hopefully it’ll pass this time - we’re hoping to go live a week tomorrow...
Monday, March 8
Community
The designer of our new logo asked Paul and I for words that described the company to us.
Community was one of the ones we chose.
So the hands in our new logo represent our community - cheering us on, supporting us and hopefully excited for what we’re working on.
This week has really brought home to me how important that community is to us.
Paul and I are working on the next Kickstarter, featuring a load of new ships and scenery items. Many have been proposed by fans of the game.
Matt Yeager, designer of the gunboats in our last campaign, has started a meta-game tracking multiple players' games blending the results into a map that shows The Uprising’s attempt to claim a sector.
And we’ve formed a FlickFleet Facebook group at the request of some fans.
It’s pretty small and quiet at the moment, but hopefully it’ll grow as more people get into the game.
Monday, March 1
Designing
We’re almost two months into our third COVID-19 lockdown.
There is light at the end of the tunnel.
Vaccinations are going well.
Kids go back to school in a week.
It’s been tough. But lots of people have had it worse.
I’ve got a family in the house with me. Weekly online Games Nights. Zoom calls with my extended family.
Could be a lot worse.
My mental health has seemed ok.
My mood is usually good, I’m not drinking too much or sleeping worse than usual.
But I’ve not had the headspace for designing.
Not helped by the lack of playtesting opportunities.
I’m finally back at it though. Making progress on a design. Enthused again.
Feels good.
Iterated it twice this weekend!
Monday, February 22
Learning
I've mentioned before that my graphic design skills are weak.
They are.
Our first Kickstarter looked terrible.
The second looked bad.
The third looked poor.
I'm working on number four now.
Coming next month.
It's an improvement.
Not earth-shattering, but better.
Baby steps.
Small steps forward compound over time.
Or so I hope...
Monday, February 15
Meaning
I’ve spent most of this week trawling the web, updating all instances of our logo with the new one:
After back and forth with the designer, we settled on “Fast, fun Craft Games” as what we do.
It sums us up perfectly: Craft Games, like Craft Beer is indie, small runs, made by hand.
The logo captures the fun nature of our games and the support of our community.
It can be white or dark.
And the community hands can be swapped out for other things, allowing us to tweak it for particular themes, holidays or other reasons.
While keeping something recognisable.
It also leans in to the way most people pronounce Eurydice (Eury-Dice).
When it was suggested here as a name long ago I liked that it incorporated Dice and something a bit like Euro.
Both strong gaming words.
Paul and I are really happy with it.
Monday, February 8
First Time
Marketing is not my forte.
I’m still learning a lot.
Doing things for the first time.
Badly.
But I learn.
And slowly, I hope to get better.
We’re running ads ahead of our next Kickstarter for the first time.
Pointing to our first ever dedicated landing page.
Needs work
It’s not very good.
So I’ll improve it.
Expectations are low for this Kickstarter again.
So we can use it as a learning opportunity.
And hopefully get better.
For the next one...
Monday, February 1
Brand
Monday, January 25
Trello
Towards the end of last year I lost my way.
Went off the boil a bit.
Slowed down.
Missed things.
I used to use Trello and Evernote to organise myself. Then I switched to Notion. Then I kind of gave up on that.
Monday, January 18
Brexit
If you follow me on twitter you'll know I loathe everything about Brexit.
From the nationalist lies that sold it to the voters to the terrible effect it's had on my European friends in the UK.
It'll make us culturally and financially poorer as a country.
It limits my daughters' rights to experience other countries.
And now it's biting Eurydice Games.
We buy our wooden pieces from a supplier in Germany.
They are no longer shipping to the UK.
Will they in future? I hope so. I don't know of an equivalent in the UK.
It's also harder for us to ship to European customers. They may end up getting charged VAT or import fees.
Everything about it sucks.
I only hope that we get to rejoin before too much damage is done.
I fear I'm hopelessly optimistic.
Monday, January 11
Overheads
I worry about overheads.
Those costs you pay every month regardless of sales.
They sank my first company, Reiver Games, as the bank loan repayments and warehousing costs were bigger than sales most months.
So I worry about them.
Ours have increased.
We're lucky that we don't pay salary or rent.
So ours are very low.
But still.
If we're not actively fulfilling a Kickstarter, our overheads are now often larger than profits, and sometimes even sales.
There are two types, those that affect profits only (like depreciation and homeworking allowances) and those that affect profits and cash (like bank account fees and software subscriptions).
The latter are the worst.
We need to keep them down.
Or increase sales.
Monday, January 4
Happy New Year!
We sincerely wish you all a far better 2021 than 2020, and hope you get to return to something like normal fairly soon.
I'm taking a couple of weeks off to relax with my family, normal service will return next week!
Monday, December 21
Competition
Last week I mentioned the possibility of a new mini-Kickstarter like the one we ran during the summer.
We've had a load of cool ideas created by fans of the game and we'd like to include some of those.
But we're conscious of the fact we don't want to rip people off.
So we have an idea.
A competition of sorts.
If we do the mini-Kickstarter we'll include some of our ideas and some fan ideas.
If your fan idea is included (either as part of the main rewards, an unlocked stretch goal or offered afterwards in the pledge manager), you win:
- A designer credit
- A £65 royalty paid via PayPal
- A free copy of your idea, professionally printed and laser-cut by us.
For each one of your ideas we include. (Ideas should be about the size of 1 or 2 add-ons from the previous Kickstarter).
Matt's gunboat concept (picture by Matt Yeager)
For the record, Matt Yeager who contributed the Gunboats idea to the summer's Kickstarter also got the reward retrospectively.
And the reason we picked £65 is because had we paid Matt a 5% royalty on sales of the Gunboats (fairly standard in the business), he would have got £66.50 or thereabouts.
Payments will be made when the Pledge Manager closes. We reserve the right to tweak the ideas when we playtest them.
Entries close at midnight UK time on 31st January 2021. Submit your ideas via email to jack at eurydicegames dot co dot uk.
Monday, December 14
More?
Paul and I have great plans for our next FlickFleet Kickstarter.
A stand-alone expansion that can be played on its own with two players, or together with the base game for up to four players.
Alien species with new weapons and abilities.
Investing some of our cash in a nicer video, advertising and graphic design.
But it’s not ready yet. And we can’t meet to test our ideas. Until COVID-19 starts to subside.
We’ve got a bunch of ideas for more human ships though. And mini-expansions with some new rules.
We’re considering sneaking in another mini-Kickstarter, like the summer’s, with that content.
I wonder if there’s any interest.
I’ll ask in our next newsletter...
Monday, December 7
Solo
I love games. Playing them. Designing them. Playtesting them. Doing their graphic design.
But I hate playing them on my own. I very rarely play game apps against the AI. I don’t solo games in my collection. And I hate playtesting games pretending to be multiple players.
For me the fun comes from testing yourself against other humans within the framework of the rules, and the social aspect of a shared experience.
So COVID-19 enforced social distancing has been really tough on my game design productivity.
The publisher of my signed game wants a solo mode added to it. Seeing as I can’t test the multiplayer improvements, it seems only fair that I work on the solo mode.
This is a first for me. Something I have no experience of as a player either.
Surprisingly, I’ve been quite enjoying it. Trying to make it feel like the multiplayer game. Get the same experience, despite the lack of human/human interactions.
It’s getting there...
Monday, November 30
Dividend
My first board publishing company started strong, but ended up a financial disaster.
I lost my initial ‘investment’ and 1/3 of the Life Insurance money I put in when I tried to go pro.
I started another. Some people never learn.
This one is going much better.
Thanks to Kickstarter and the popularity of FlickFleet, Eurydice is doing much better than Reiver Games ever did.
After the last Kickstarter we had enough cash in the company that I could withdraw my initial investment.
And now Paul and I are taking a small dividend.
We’re profitable because we don’t pay ourselves salaries for the many hours we work in our evenings and weekends.
We’ve earned a modest payout.
This one is doing much better.
Maybe I have learned something...
Monday, November 23
Done
Paul shipped the final rewards for our third Kickstarter on Friday.
One month early.
Paul and his family have their living room back.
Some of it shipped late due to COVID-19 related acrylic shortages.
But it's done now.
Now we can focus on what comes next.
We've a few games in the pipeline.
None of them ready yet.
They need playtesting.
But I can't meet anyone. And I hate solo-ing games.
This is the hard bit. I've been keeping busy until now with the books. And the accountants. And Kickstarter. And the website. And the marketing.
Now I need to focus.
And do the thing I hate.
I can't wait to be able to playtest in the flesh again.
Monday, November 16
Independent
If I had to describe Eurydice Games in a word it would be Independent. Not in the Indie sense. Though we're that too.
Independent in the sense we do everything ourselves.
Not because I'm a control freak (though I probably am). But because it's free. In money, if not in time. And we started with very little money.
It opens doors.
We design the games ourselves. No royalties.
Paul makes the games by hand in his garage. It means we can do small runs: 200-400 copies. Which costs a lot less than the 1,000 minimum order of your standard Chinese factory.
And ships them himself. So no freight and fulfilment charges.
I do the website. And the graphic design. And the marketing. And the social media. And the bookkeeping. So no contractor fees.
But things are getting missed.
Due to lack of time. We have jobs. And families.
And now we have some money.
Independent doesn't scale.
Time to lose control.
Monday, November 9
Letting Go
I'm a tolerable graphic designer. Or passable maybe. Adequate.
I really enjoy doing it, but I don't have a flair for it.
Until now, to keep costs down, I've done it all myself.
The game boxes. The rules. The cards.
But it's homemade. And it looks it.
Thanks to the success of our last kickstarter we've finally got some cash in the bank.
We're thinking of investing it in some professional graphic design.
Make the website and the games look much better.
They really need it.
I'll miss it though.
Monday, November 2
Website
We need to up our game to be more successful.
One part of that is more website sales.
Our website is largely based on my previous game company’s one. It’s pretty dated.
I’ve created it by hand using HTML and a little bit of JavaScript.
Like the last one it had PayPal buttons for payment. Again pretty dated.
As part of a larger effort to create a better website, I’ve integrated card-based payment using Stripe as the (default) option. And done some re-design.
It’s still using a button per product though - no shopping cart. But it looks much nicer.
And the processing fees are cheaper.
We had our first Stripe sale last week. It works!
It’s a first step.
Next we need to completely overhaul our website so it doesn't look so homemade. And dated.






























