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http://bit.ly/zlEzK7

Would you kindly sign up to playtest my little game? I would love to hear your feedback :)

Here’s a peek at the title screen for Graveyard Snuggle. The environment is composed of several overlays that fade in and out. The colour of the clouds, houses, graves, and stones slowly changes over time.

Here’s a peek at the title screen for Graveyard Snuggle. The environment is composed of several overlays that fade in and out. The colour of the clouds, houses, graves, and stones slowly changes over time.

Now Playtesting

I’m slowly starting to distribute Graveyard Snuggle to my list of playtesters. I pretend not to care what people think, but really this is the most terrifying part of development for me.

I designed this game with the idea that it would be fun for families of all configurations to play on game night or around the holidays. I imagined that kids would enjoy the physical challenge and adults would (secretly) enjoy the awkwardness of it. I imagined that Great Grandma would enjoy spectating and the family dog would enjoy interfering.

Of course, playtesting inevitably shatters my hopes and dreams :) I think the game is fun with the right group of people, but I can’t be sure, so I fear the worst :)

On that note, if you have an Android or iOS (iPhone or iPod Touch) device and you’re interested in trying it out with some of your friends, give me a shout :)

Viktor and I have been iterating on the Graveyard Snuggle logo. Here’s the final product :)

Viktor and I have been iterating on the Graveyard Snuggle logo. Here’s the final product :)

This game could be used as a thinly veiled attempt to “get some.” Then again, could be fine with the right person! Just don’t play this with your gaming buddies by accident. That could be awkward.
Andy Kix cuts to the core of Graveyard Snuggle’s social dynamics in his comment left on the Indie Games Weblog :)

Snuggling and Intimacy

Let me tell you a bit about Graveyard Snuggle.

The concept for Graveyard Snuggle originated way back in the Fall of 2009 while I was attending grad school. I was brainstorming with my friend Su Yon Sohn, and we started talking about how little physical contact we make with other people from day to day. Outside of the bedroom, it’s rare to experience more than a handshake with family, friends, and colleagues.

But it feels nice to be touched by another person. It’s one of the ways we build deep and trusting relationships with each other. We even consider it more intimate to hold hands with someone than to kiss.

So Su Yon and I decided to make a game that invited players to touch each other. We called it Touchi — a Twister-esque game where players gradually entangled their limbs until it became impossible to move without falling apart.

There was something remarkably pure about the way Touchi created fun and surprising interactions. But it wasn’t without its flaws, so a couple months ago I began working on a spiritual sequel to Touchi. That game is, of course, Graveyard Snuggle.

I have a few goals in mind that I’m hoping to achieve with Graveyard Snuggle:

  1. Integrate a digital component that adds structure and challenge to the physical movement.
  2. Clearly define an end state so players know when the game is over.
  3. Incorporate a fantastical narrative context that encourages players to release their inhibitions.
  4. Distribute the game through easily accessible channels.

The game still has to undergo a rigorous playtesting process before I’ll know how close I am to achieving these goals. If you have an iPhone and a group of open minded friends, give me a shout and I’ll send you an early build to play. I’m curious to see what you think :)

Family and Game Design

My priorities in life are simple:

  1. Care for and appreciate my family.
  2. Hone my craft as a game designer.

There’s a lot of overlap. My family inspires my work, and my work (at least in theory) allows me to provide for my family. I hope I can one day make something that we can enjoy together, as well.

Every other year or so my mother and I sit down and watch The Joy Luck Club. It’s about a group of women who regularly meet up for a game of mahjong. They tell stories and share memories while they play. The game itself isn’t important (though their personalities are reflected through their playstyles). For them, the game is just an excuse to get together and socialize.

So I think about my family when I’m working on a project. I think about the idea of a family, and, more abstractly, I think about togetherness. I believe that games are tools to connect you with the people you love (or those you want to get to know). I hope my games will do just that :)

Soon I’ll share with you the thought process behind one of the hobby projects I’m working on — a physical party game called Graveyard Snuggle :)

For me you’re only a little boy just like a hundred thousand other little boys. And I have no need of you. And you have no need of me, either. For you I’m only a fox like a hundred thousand other foxes. But if you tame me, we’ll need each other. You’ll be the only boy in the world for me. I’ll be the only fox in the world for you…
Spoken by The Fox to The Little Prince.