Tue, 30 June 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 56.2 MB big and 1:01:20 long. 00:59: I interviewed Eppy in the last episode about playstorming and MonkeyDome came up 01:17: What's the game about? 02:46: The game was designed in (almost less than) a week! 08:11: The difference between funny and zany. 10:22: Playable as an ongoing game? 12:06: The mechanics 19:52: What it means to learn a lesson 21:02: Endgame 25:14: The GameBlaster's Tools: The Fuel and the Fire 26:03: World creation and what the characters do in the game 29:02: Other games you came up with? 30:20: Jim mentions a game idea that's a lot like Jason Morningstar's Fiasco (which he talked about on Canon Puncture #66) 31:20: Who did you steal from? 32:07: John is always inspired by Eppy's game Dread 34:00: What had to be dropped that you liked? 34:44: The hardest thing to fix 35:24: Playtesting 36:43: Trial and Terror is the prior game-in-a-Jiffy for JiffyCon game 38:13: Division of labor and editing 43:06: The ISS used a site called A.nnotate which lets you upload a fully-laid-out document that others browse through and comment on 44:06: What the art (by Scott LeMien and John) is used for 47:11: Luke Crane loves John's flow chart 48:05: Why this form factor? 48:41: Marketing 50:21: Branding and credit 51:24: Defining success 53:46: Selling the game 56:58: The next JiffyCon may be paired with MaulCon The closing song is Skins Don't Cry by The Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[5] |

