• Home
  • Captain's Gambit
  • Blog
  • About Us
Menu

Cloudfall Studios

Street Address
City, State, Zip
Phone Number
Stay Lofty

Your Custom Text Here

Cloudfall Studios

  • Home
  • Captain's Gambit
  • Blog
  • About Us
Featured
Dossier: Judgement's Reach
November 28, 2021
AC Atienza
Dossier: Judgement's Reach
November 28, 2021
AC Atienza

His system of mutual co-operation once brought much wealth and safety to his kingdom, but in recent years he has grown both vain and naive. This presents an opportunity…

Read more →
November 28, 2021
AC Atienza
Dossier: Force of Justice
November 15, 2021
AC Atienza
Dossier: Force of Justice
November 15, 2021
AC Atienza

Othello’s fleet currently defends a pivotal strategic point in this sector, defending his people millenia in the past to ensure stability for a split dimension where his people were not routed.

Read more →
November 15, 2021
AC Atienza
How to Win as Iago
October 17, 2021
AC Atienza
How to Win as Iago
October 17, 2021
AC Atienza
Read more →
October 17, 2021
AC Atienza
Dossier: Warrior of the Sun
August 24, 2021
AC Atienza
Dossier: Warrior of the Sun
August 24, 2021
AC Atienza

As their dear friend Romeo turns to larger goals for the sake of Juliet, Mercutio steps in to fight a personal battle against Tybalt.

Read more →
August 24, 2021
AC Atienza
Design Tips: Keywords
June 30, 2021
Mitchell Loewen
Design Tips: Keywords
June 30, 2021
Mitchell Loewen

When creating a game (especially a card game), keywords can be an extremely useful design tool. When used effectively, keywords can help convey a lot of complex information to the player in a quick and accessible way. But when used incorrectly, you can accidentally leave players overwhelmed and frustrated. So when should you use keywords in your game, and how can you use them effectively? Let’s learn the key to using keywords.

Read more →
June 30, 2021
Mitchell Loewen
How to Win as Rosalind
June 8, 2021
AC Atienza
How to Win as Rosalind
June 8, 2021
AC Atienza

Your success with Rosalind will depend on your ability to act with bravery and your ability to pivot at a moment’s notice. Do you have what it takes to win?

Read more →
June 8, 2021
AC Atienza
How to Build a Kickstarter Audience From Scratch
June 1, 2021
Mitchell Loewen
How to Build a Kickstarter Audience From Scratch
June 1, 2021
Mitchell Loewen

Having a pre-existing audience is one of the biggest predictors of success for a Kickstarter campaign. While that’s great if you already have thousands of followers, it can be very intimidating when you’re just starting out. How are you supposed to get people to follow you when you haven’t released anything yet?

This was the exact situation we were in when we decided to crowdfund Captain’s Gambit. When we started out on our journey five years ago, we knew basically nothing about marketing or community management. But through a lot of research (and a lot of trial and error), we’ve managed to cultivate a fun, kind, and growing community.

So how did we do it? Well, today we’re going to share some of the steps we took to build an audience from scratch. Follow this guide and you’ll be well on your way to a sizeable following in no time!

Read more →
June 1, 2021
Mitchell Loewen
How to Turn Any Game into a Drinking Game
May 5, 2021
Mitchell Loewen
How to Turn Any Game into a Drinking Game
May 5, 2021
Mitchell Loewen

A while back, AC took a deep dive into the many different ways you can modify Kings Cup to serve your drinking game needs. And while that is still an awesome compendium, it got me thinking: what if you don’t like Kings Cup? What if you prefer games like Among Us, Killer Queen, or hell even Captain’s Gambit? Is there a way to transform your favourite game into a drinking game?

Today, I’m going to walk you through my 4-step process to turn any game into a drinking game. Once we’ve gone over how to do it, I’ll also give some examples to help you out. Let’s get started!

Read more →
May 5, 2021
Mitchell Loewen
Dossier: Soldier of the Moon
May 3, 2021
AC Atienza
Dossier: Soldier of the Moon
May 3, 2021
AC Atienza

As their dear friend Romeo turns to larger goals for the sake of Juliet, Mercutio steps in to fight a personal battle against Tybalt.

Read more →
May 3, 2021
AC Atienza
Dossier: Fate’s Hermit
April 5, 2021
AC Atienza
Dossier: Fate’s Hermit
April 5, 2021
AC Atienza
Read more →
April 5, 2021
AC Atienza
CG Patch Aprile 1.png
April 1, 2021
AC Atienza
Captain's Gambit can now run Doom!
April 1, 2021
AC Atienza
Read more →
April 1, 2021
AC Atienza
Dossier: Tower's Phantom
March 31, 2021
AC Atienza
Dossier: Tower's Phantom
March 31, 2021
AC Atienza
Read more →
March 31, 2021
AC Atienza
Tales from the Mountain: Intro
March 16, 2021
AC Atienza
Tales from the Mountain: Intro
March 16, 2021
AC Atienza
Read more →
March 16, 2021
AC Atienza
Meet Bo Moore - The Artist Behind Captain's Gambit!
March 11, 2021
AC Atienza
Meet Bo Moore - The Artist Behind Captain's Gambit!
March 11, 2021
AC Atienza

Bo Moore is a illustrator, artist and writer living in New Zealand. She's worked on everything from children's book illustrations to concept art, and specializes in the weird and the nonhuman - aliens, monsters, animals, and everything in between.

Read more →
March 11, 2021
AC Atienza
How to Win as Richard III
February 28, 2021
AC Atienza
How to Win as Richard III
February 28, 2021
AC Atienza
Read more →
February 28, 2021
AC Atienza
Captain's Gambit Pre-Orders Are Almost Here!
February 24, 2021
Cloudfall
Captain's Gambit Pre-Orders Are Almost Here!
February 24, 2021
Cloudfall
Read more →
February 24, 2021
Cloudfall
Captain's Log: Lady Macbeth
February 17, 2021
Mitchell Loewen
Captain's Log: Lady Macbeth
February 17, 2021
Mitchell Loewen

Lady Macbeth is a captain best known for her ruthless ambition. In order for her to survive her accession, she needs to slowly collect blood while remaining undetected. Then, when the moment is right, she can reveal herself and claim the victory.

On the surface, she might just seem like some kind of bloody Prospero. And, to be fair, that was basically her original design pitch. But while these two captains share some notable similarities, they also have one key difference: context.

Read more →
February 17, 2021
Mitchell Loewen
Why We Need More Slow Game Jams
February 9, 2021
Mitchell Loewen
Why We Need More Slow Game Jams
February 9, 2021
Mitchell Loewen

Last week I wrote about game jams and why you should give them a try. Though I still love game jams and think that every game designer should try them out at least one, most game jams are far from perfect. While they can be a great opportunity to meet new people, refine your design skills, and inspire your creativity, those benefits come with some notable drawbacks. Not everyone has 24-72hrs of consecutive free time available to make a game. Even if you do have the time, making a game within such a tight deadline is super stressful. Some people certainly thrive under that kind of pressure, but for people like me I wish I had a bit more breathing room. So how can you make game jams less stressful? Slow them down.

Read more →
February 9, 2021
Mitchell Loewen
Why You Should Join a Game Jam
February 3, 2021
Mitchell Loewen
Why You Should Join a Game Jam
February 3, 2021
Mitchell Loewen

In case you’ve never heard of them before, a Game Jam is basically a hackathon for game developers. The goal is to create a full game from scratch within a very limited amount of time (typically 24-72hrs). Often you’ll create your game in a small team, but you can also work solo if that’s more your style.

Most game jams will have a creative theme that participants must adhere to, such as “Occult Classic,” “Lost & Found,” or “Evolution.” Game jams might also have technical constraints for participants that want to spice things up, such as building the game in a specific programming language, only using sound effects you recorded using your voice, or making all the art in the game monochrome.

Read more →
February 3, 2021
Mitchell Loewen
Want to be a game designer? Get in the habit of sketching
January 25, 2021
AC Atienza
Want to be a game designer? Get in the habit of sketching
January 25, 2021
AC Atienza
Read more →
January 25, 2021
AC Atienza
5 Things I Wish I Knew Before Designing My First Board Game
January 20, 2021
Mitchell Loewen
5 Things I Wish I Knew Before Designing My First Board Game
January 20, 2021
Mitchell Loewen
Read more →
January 20, 2021
Mitchell Loewen
Why You Should Play Something New
January 12, 2021
Mitchell Loewen
Why You Should Play Something New
January 12, 2021
Mitchell Loewen

If you’re anything like me, you’re probably in a similar boat. Between new releases, Steam Sales, and Humble Bundles, your library has grown steadily over the years. But when it comes time to pick something to play, you find yourself playing to the same ol’ games. Don’t get me wrong, the games you keep coming back to are likely really good (believe me, I’m very happy with all the time I’ve spent playing Hades, Hearthstone, Slay the Spire, Spelunky, and The Binding of Isaac). But playing the same things over and over again does nothing to chip at your ever-growing backlog of games.

There are literally hundreds if not thousands of incredible games out there, and if you keep yourself limited to only a handful of them you’re missing out on so many amazing experiences. Especially as a game designer, I want to play as many different games as possible so that I can make the best games I can.

So, how can you actually start playing your unplayed games?

Read more →
January 12, 2021
Mitchell Loewen
10 Games That Mattered to Me in 2020
January 5, 2021
Mitchell Loewen
10 Games That Mattered to Me in 2020
January 5, 2021
Mitchell Loewen

When I look back at the games that I played in 2020, a lot of them didn’t actually come out last year. Sure, a couple of them did, but most of them were either older games I finally got a chance to play or games I grew to appreciate more while stuck in lockdown. So for this year-in-review list, I’m gonna take a bit more of a personal approach. Rather than just limiting myself to new releases, I’m going to highlight the games I played that mattered to me. Some of these games have been out for quite some time, but I believe each one of them deserves to be on this list for helping me get through this wild year.

Read more →
January 5, 2021
Mitchell Loewen
Choose Your Allegiance: The Power of Factions in Card Games
December 22, 2020
Mitchell Loewen
Choose Your Allegiance: The Power of Factions in Card Games
December 22, 2020
Mitchell Loewen

As I’ve talked about in the past, balancing games is really hard. And while that’s true for all games, card games in particular are very tricky to balance. Often cards games will feature dozens if not hundreds of unique cards, all of which could have unintended game-breaking interactions with one another. As a designer, you need a way to keep specific cards separated while still providing players with the freedom to make whatever decks they want to play. Thankfully, there’s a simple design trick that does just that: factions!

Read more →
December 22, 2020
Mitchell Loewen
Is Tabletop Simulator The Future Of Playtesting?
December 15, 2020
Mitchell Loewen
Is Tabletop Simulator The Future Of Playtesting?
December 15, 2020
Mitchell Loewen

Due to current social distancing guidelines, it’s basically impossible to run in-person playtests anymore. This was a huge problem for us, especially since we had just unlocked a bunch of extra stretch goal content that needed to be tested ASAP. How are you supposed to playtest a board game if you can’t meet up with people anymore? Enter Tabletop Simulator.

Read more →
December 15, 2020
Mitchell Loewen
Why Card Removal is So Strong in Deckbuilding Games
December 8, 2020
AC Atienza
Why Card Removal is So Strong in Deckbuilding Games
December 8, 2020
AC Atienza
Read more →
December 8, 2020
AC Atienza
Design Tips: But What If They're...?
December 1, 2020
Mitchell Loewen
Design Tips: But What If They're...?
December 1, 2020
Mitchell Loewen

There are two key things you need to do to win in a social deception game. The first, obviously, is accomplish your primary objective. This is usually fairly straightforward and varies depending on what game you are playing. In a game like Captain’s Gambit, your objective could be killing your opponents, gathering resources, or keeping your allies alive. However, the second thing you need to do is much trickier: you need to keep your primary goal hidden. If you don’t other players will know what they need to do to stop you. For example, in Among Us, half of the Imposters’ job is to make sure the Crewmates don’t find out who they are. It’s not enough to just murder everyone; they need to secretly murder everyone.

This second goal is the same regardless of what social deception game you’re playing. This means if you want to make your own social deception game, you’re going to need to design ways that players can keep their true intentions undetected. So how can you help your players stay hidden? Today, I’m going to share a sneaky design trick we used in Captain’s Gambit to empower our players to hide in plain sight.

Read more →
December 1, 2020
Mitchell Loewen
10 Game Design YouTube Channels You Need To Watch (Updated 2021)
November 24, 2020
Mitchell Loewen
10 Game Design YouTube Channels You Need To Watch (Updated 2021)
November 24, 2020
Mitchell Loewen

We’ve talked extensively on this blog about why you should design games, why they are so awesome for self-expression, and how you can create your first game. But once you’ve taken the first step, it can be hard to know where to go to learn more. Today, I’m going to share some of the resources I personally use to expand my knowledge of game design. Though there are countless amazing creators out there, here are ten of my personal favourites.

Read more →
November 24, 2020
Mitchell Loewen
Captain's Log: Titus
November 17, 2020
Mitchell Loewen
Captain's Log: Titus
November 17, 2020
Mitchell Loewen

Despite their many revisions throughout the development of Captain’s Gambit, the core concept behind Titus has remained the same. Inspired by D.Va from Overwatch, Alvin pitched Titus as a “last-stand” captain. The idea was that right when they were about to die they would suddenly explode, taking multiple players down with them. By tying the amount of damage dealt to their blood, players could estimate the impact someone would have if they died and were secretly Titus. This created a tricky tension between killing Titus off early to reduce their reveal’s power, or leaving them alive as a potential ticking time bomb.

Read more →
November 17, 2020
Mitchell Loewen
How Hades Appeals To Different Players
November 10, 2020
Mitchell Loewen
How Hades Appeals To Different Players
November 10, 2020
Mitchell Loewen

A few weeks ago, I broke down some of the many ways that designers can classify their players. I purposefully kept that post broad and mainly focused on what some of the different typologies are. But this week, we’re going to focus in on how a game can appeal to different types of players using specific features and mechanics. For this case study, we’re going to break down Supergiant Games’ Hades using Nick Yee’s Motivations of Play. Keep in mind that this is not going to be an exhaustive breakdown of every single mechanic in the game, but rather a highlight on some of the game’s key features and their effectiveness.

Ready? Let’s go. In the name of Hades!

Read more →
November 10, 2020
Mitchell Loewen

Summary Block
This block is invalid. Please check the block settings and try again.
Featured
Aenean eu leo Quam
Aenean eu leo Quam

Quisque iaculis facilisis lacinia. Mauris euismod pellentesque tellus sit amet mollis.

Read more →