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Monday, March 16, 2020

Platic Crack?

Here is a little something I have been waiting on for a bit over six months…. A proof of concept in plastic from another manufacturer.

I am stoked! The quality looks good, the price is right and the turn around time will be good. So why did it take six months then? Because it was free, a test mold and test shots arranged by my old account manager at WGF who has struck out on his own. He asked if I could send him the original files to split and use as a non-retail sample to show other clients. I agreed and after some waiting they arrived! This is only two of the five pose options... As a free test mold we were limited to a single sprue.

No doubt Wai Kee and the old WGF makes incredible plastic, but his shop is always jammed with production, this makes it pretty much impossible for me to look at that as a viable resource for future production or Kickstarter's. I had my doubts that anyone could get close, but I am reeealllly happy with these shots, and as this opens up the door again I am eyeing another Kickstarter.

I am still pulling together all the costs and if it appears to be a real option, I am more than happy to give it a go. This time would be FAR more focused. One kit at a time, with true costs, the molds and production would need to be funded in full for that 'episode'? But if it works, another would be on the heals of the last… Ferals? then StuG? then Shadokesh vehicle or walker… then whatever sounds fun.

With this kind of Kickstarter there would be a very focused goal, drive and costs… We are not so much looking at the typical song and dance hype train. The product would make it or not on its own merits, and cover its true costs.

Soooo what do you think?

Would you like to know more?









Sunday, March 15, 2020

How To Beat The Backloggery Boss! (Monday Musings 79)

The Backloggery is an amazing site where you can add your entire game collection, and see which games you've beaten, and which needs completion. It's frustrating to see so many games not yet beaten, and this site gives you incentives to slay the Backloggery Boss. Indeed, it's a breath of fresh air when you see your backlog numbers reducing, and you also obtain achievement badges, which is a very nice touch!

They also have features that shows you trends of your backlog against games completed. Upon using these cheese strats, my unbeaten games percentages plummeted! I can't find a link on the site where it lists all of your badges in one place, so I'll make that suggestion!

If you find it very useful, make sure you chose a name that you really want, since you can't change your username as of this writing.
TheBackloggery Trends Chart

Here's my Backloggery link.

I love the site because it's so easy to add, edit and view games, so impressed that I donated to the site awhile back. You can easily add games under a Collection Series, which streamlines, so you can view games even more conveniently.

Given that I have a large backlog (when I started, it was over 100 games), and I felt overwhelmed, but digging into my usual ways of finding cheese methods to beat a boss, I found ways you can cheese and defeat the Backloggery Boss!


I would sell, give away and/or donate all physical copies of games that you never played and really feel that you'll never play again. Don't be upset about giving up these games, for you can borrow those games back from library, or rent from GameFly (my review link) which thus far I had a surprisingly positive experience.

By donating and giving my games away, my backlog was heavily reduced by at least 50%, and I got a nice tax deduction! This is a win-win - you no longer have the guilt of an unplayed game, and by selling or donating, you get money back, and someone out there is enjoying your game so it doesn't go to waste. Through donation and giving away strat, that takes out 50% off Backloggery's health.

I wouldn't include any free games you've gotten through your Playstation or XBox subscription, since there's no "guilt" if you never play those games ever again, since they're free anyways. I also wouldn't include games that you received free in a bundled console package, because often you buy these bundled packages because they're actually cheaper than the console by itself.

Therefore, delete those free games, unless you want to include them as a reminder that this is a game you want to play down the road. On the other hand, if you need a reminder that you own a game, you most likely aren't interested in playing the game in the first place!

Next, I was very upset since I purchased a lot of digital copies of games and DLCs which comprised a substantial portion of my backlog. Upon reviewing The Backloggery FAQ section, it was noted how ownership is unclear, especially since a lot of games are purchased digitally. I was then excited, after reviewing legal rules into digital ownership, that we do not technically own these games at all!

Therefore, I deleted all the digital games I purchased that I don't intend to ever play again! Digital copies also include any DLCs you purchased as well! Often, when I buy DLCs, I already finished the game, and would start on the next, never going back to playing said DLC. Therefore, you can also delete those if you know for sure that you'll never go back to those neglected digital games and DLCs. 

I can't tell you how refreshing that is, since quite a few digital games I purchased tend to be classic platform games, which I tend not to enjoy as much as RPGs, as well as iOS games that may not work on the next iPhone iteration (further, I refuse to buy any more Apple products due to atrocious customer service x 2), and hence will never play those.

Thankfully, Fortnite's Save the World was digital, so I can delete that game. Further, is this a finished game in the first place? I don't think Epic games ever completed it, instead focusing on Battle Royale, so there's no cheating here.

Make sure you label games that don't have an ending (such as Karaoke and Dance games), by labeling them as "Null", which will show up on your games collection list, but not counted toward your backlog. 

By removing the vast amount of digital games and DLCs, that left my Backloggery boss near death at 4.9% health. The remaining 6 games are physical copies that I can easily donate. I'm so tempted to give away or donate Witcher 3 as I don't foresee myself playing the game, given that it's been years since I was thinking of buying it, and then once it was on a huge discount, I purchased it, and yet only played at most 30 minutes! 

The remaining physical games I have are definitely games I will play which include only five, all on PS4: Final Fantasy X/X-2 Remake, Gravity Rush Remastered, Kingdom Hearts 3, Nier: Automata, and Nights of Azure 2.

With my strat of using GameFly, I will be renting games, and only buying a game that I want to play more in depth such as Sekiro. This will prevent the Backloggery Boss from resuscitating.

Clearly these strats are very cheese (which is how I tend to play games), but it works and isn't technically cheating!

Do you find these strats helpful or too cheese, and do you find it refreshing when you reduce your backlog?

The How of Happiness Review

Thursday, March 5, 2020

Buds, Blooms, And Thorns Review Of Island Hopper By Eagle-Gryphon Games

Buds, Blooms, and Thorns Review of Island Hopper by Eagle-Gryphon Games
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Vitals:
Title: Island Hopper
Designed by: Scott Almes
Publisher: Eagle Gryphon Games
MSRP: $50
2-6p | 30-45 min | 8+

Introduction:
You and your friends all make a living by selling goods amongst a chain of beautiful tropical islands. Sounds great, right? Well, there's a problem. None of you are successful enough to buy your own seaplane, so you all pitched in and bought one together, which means that each day you all have to use the same plane to make all of the day's deliveries – and some of you aren't going to get paid. To make matters worse, the plane is in such disrepair that the instrumentation is broken, the compass demagnetized, and the windshield is covered in cracks, duct tape, and the remains of a few unfortunate seagulls, so the pilot might as well be flying blind...

Each day in Island Hopper, players auction off the Captain's seat; the player who becomes the Captain is in charge of flying the plane for the day, but cannot make any deliveries of their own. To make their deliveries, the other players bribe the Captain to fly to the islands to which they need to go, thereby earning themselves cash. When it's time for the Captain to fly, the Captain must close his eyes, pick up their goods tokens, and attempt to land them in an island's harbor. A successful landing means that players can fulfill their contracts and the captain collects his bribe — but if the goods splash into the sea, you might find yourself under water...

—description from the publisher

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • A silly combination of dexterity and social interaction with a fun bidding mechanic.
  • There are fun, strategic choices to make.
  • The artwork by Kwanchai Moriya is whimsical and the components are top notch.
  • There are lots of moments for laughs, as long as you don't take the game too seriously.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • This game isn't for everyone, but if you like social interaction and light strategy, give it a shot!
  • Having limited chances to say a single word has pros and cons.  On one hand, it prevents people from just shouting things out randomly, on the other hand, with certain players it results in no one saying anything.  It might be fun to try playing without the direction tokens and let the pilot have to figure out directions from a cacophony of different instructions.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • The game is simple enough, but the rulebook could have used a few more runs by a proofreader.  There are a few typos and phrases that seem to be left over from the prototype (referring to coins as cubes, for example), the terms 'round' and 'phase' are used interchangeably, and there are a few details that seem to be missing (like what triggers the end game).
  • We found players hands tend to either rise from the table or drop closer to the table, so some players tend to drop the goods from higher up, resulting in more bounces and less successful landings, while others are almost placing the goods right onto the islands.  2-3 inches is an ideal height, but it's difficult for everyone to be consistent.
  • While the art throughout the game is pretty nice, the coins are super generic.  They're functional, but about as plain as could be.
  • There is a very high amount of luck in the game, particularly for what contracts and passengers are available to draw.
  • Missing from the rules is what the ruling should be (success or not) if a good is on an island and coins.  Not touching the table, but definitely supported by the coins surrounding the island.  We've been playing that the coins become an extension of the island (thus making it even more attractive to try to fly to), but there's no discussion of this in the rules at all.
Final Thoughts:
Island Hopper is the type of game that needs a very specific audience.  It's quite fun if people are willing to be goofy and silly, but it's not going to work well with people that are very analytical or strategic.  There is a bit of strategy, but it's overshadowed by some silly dexterity mechanics that can leave your best laid plans sunk in the water after a bad bounce.  If you go into the game understanding that the joy comes from the experience, regardless of if you win or lose, you'll have a good time.  This isn't a perfect game; there are some fiddly aspects to it, and for as casual as it is, there is a lot going on outside of the primary mechanics.  Whether you feel this enhances the game to move it up a notch from just a casual dexterity game, or just gets in the way of a silly dexterity filler is up to you and the group you play with. 

This is a great game to play with the family, particularly the 8-15 age range.  I think the 12+ age limit is quite a bit higher than necessary - there are no complex mechanics or concepts.  Probably the limiting factor is how far across the table the players can reach since the islands can be spread out a bit.  I think if you like games like Colt Express, Junk Art, or similar light, silly games, Island Hopper might be a good choice for you!

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.
Pictures: