$7,440
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Funding Canceled
Funding for this project was canceled by the project creator on Jun 12 2017
$7,440
pledged of $28,000pledged of $28,000 goal
160
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Jun 12 2017

Jay Little on Zero Hour's Design Goals & Challenges

Posted by Split Second Games (Creator)
4 likes

Hi survivors,

Randy (creative director at SSG) here to share three things with you. 

First, a very heartfelt thank you to each of you that have backed or considered backing. We obviously couldn't do it without you. We have a lot of great updates in store for you to show off more of the game in the coming days. This includes gameplay video(s). 

Second, as requested, you'll find some images below that I made for use in profile pics, etc.  

Lastly, a short piece by Jay, originally posted on boardgamegeek, regarding his goals & challenges in designing Zero Hour:

"I am thrilled, anxious, and wired -- but more than anything excited -- with Zero Hour launching its Kickstarter on May 30th!

Zero Hour represents six years of planning, design, and development. I set myself a number of challenges along the way, and I think I met all of them.

I wanted to create a cooperative game focused on teamwork: one that avoids calculating perfect moves and helps defuse the Alpha Gamer who dictates the gameplay. A game that offers the players a number of tough choices and a good balance between luck and control.

I wanted to create a push-your-luck game: it's my favorite game element. It creates tension and excitement, and it's highly contextual... you may be willing to take some risks later in the game you would never even consider earlier on.

I wanted to create a strong narrative: people share stories more than data. A strong theme and story help provide those nail-biting encounters, against-all-odds situations, and moments of excitement around the table I want gamers to share with each other.

I wanted to create an un-zombie game: there are dozens of zombie games on the market. Many of them are gritty, bleak, and dark. I went in the other direction -- it's more pulp adventure and zooms out to see how the virus manifests and its impact on not just the survivors, but the setting. This also helps make it family friendly.

I wanted to create non-repetitive replayability: each game is a new experience based on the survivors you play, the cities you visit (including the order and time of day), which events and mutations you encounter -- not to mention that you don't even know which Mastermind you're up against until you gather enough intel!

Combined, I think these elements help Zero Hour stand out and really deliver a top-notch experience that's new and fresh every time you play. I've easily played 25+ games using the content found in the base game and I always look forward to Zero Hour hitting the table because something new and unexpected happens every time.

If any of these things scratch your gaming itch -- cooperation, pushing your luck, strong narrative, replayability and a different take on a common theme -- I hope you take a look at Zero Hour."  

That's all for now. Thanks again for your support and for helping spread the word about Zero Hour! 

Til next time,

Randy

And, as promised, here is a couple of social media badges for you to use however you like (branded, and unbranded). I'll roll out more as we go:

 

 

 

PerfectVirus, Jay Little, and 2 more people like this update.

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