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Crack the bank or defeat the robbers in this asymmetrical, tower defence style cooperative board game for 2-5 players!
- 1 vs Many - Modular - Asymmetrical Perfect Crime is a 1 vs. many game of building and breaking banks set in the modern day.  It’s tense, it’s gritty, it’s multilayered and it’s as authentic to real life bank robberies as we're allowed to make it.
- 1 vs Many - Modular - Asymmetrical Perfect Crime is a 1 vs. many game of building and breaking banks set in the modern day.  It’s tense, it’s gritty, it’s multilayered and it’s as authentic to real life bank robberies as we're allowed to make it.
602 backers pledged £22,103 to help bring this project to life.

Updates across the board - delivery - LOTS of illustration - game development

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Hello Perfect Crime Kickstarters!

I've got updates across the board for you all this week, the most important being about delivery. We really are approaching completion on Perfect Crime!

Delivery Update

Ok, first things first: I'm really sorry guys, but we're not going to be able to make dispatch in February. This last week I was hoping to carry out a comprehensive re-run of all our production quotes but I'm afraid this simply hasn't been possible as I've had to devote more time to other aspects of this project as well as some time on more general Grublin stuff.

The long story short is that, well basically, we're still rushing too much and we're all completely done in. Since before Christmas, Ian and I have been pulling 90+ hour weeks sat next to each other working on Perfect Crime - there's only so long either of us can keep this up before quality slips. Nick has been devoting pretty much every evening to illustration, and although the illustrations are looking amazing, I know he's at the limit of what he can do here as well.

I know this is a difficult thing to read, but really we are so close! Work on Perfect Crime has.not.stopped. at any point and all of us are 100% committed to giving you a insanely high quality game. Over 100 unique illustrations, every single component perfectly themed throughout, from a gameplay point of view I've wanted players to experience the thrills, the anticipation, the tension, the dangerous alliance that you have all experienced watching a bank robbery movie - this game totally, totally, totally does that!!!! We even have shotgun wielding meeples!!! I know I'm bigging this up, but seriously it's all true and this is the closest analogue I have ever experienced to a magnum opus - Perfect Crime _WILL_ be worth it.

So when are we talking about? Speaking with Ian and Nick and bearing in mind production leadtimes, I think Easter is where we're looking at.

More Illustrations from Nick!

So that's the bad news out there first - time for some good news I think =) As I mentioned, to say Nick has been busy is a gross understatement - I have more illustrations to share!

We now have illustrated 'Leaders' for each of our Robber Crews....

Mobster Crew: The Don
Mobster Crew: The Don

Special Ability: every two Mobsters in his crew generate extra money ;)

Corrupt Cops: Interrogator
Corrupt Cops: Interrogator

 His special ability is cheap recruitment of new characters (as if you haven't already guessed that from the illustration)

Gentlemen Robbers: Leader
Gentlemen Robbers: Leader

 He's so cool! (The Gentlemen Robbers are fast becoming my favourite crew)

Mobster: Safecracker
Mobster: Safecracker

The Mob obviously would be bringing in 'outside talent' for specialised jobs like Safecracking ;)

Ex Services: Requisition Officer
Ex Services: Requisition Officer

 Knows where to get all the good kit =)

Changing illustration workflow

Up to now Nick has been working exclusively on one illustration until completion. Each illustration has a couple of different stages which you can see in the gifs below:

 We've had a chat and Nick would like to change this, so now he's going to be completing each stage for a whole load of different illustrations, then progress through the different stages from there. So, this is the pencil stage for the next 18 illustrations (bear in mind these are still 'roughs' so not the finished article!):

Corrupt Cops: Accountant - he's undercover accepting a bribe
Corrupt Cops: Accountant - he's undercover accepting a bribe
Ex Services - Fast Talker - a photo from his military days piloting
Ex Services - Fast Talker - a photo from his military days piloting
Ex Services - Money Generator - very dangerous
Ex Services - Money Generator - very dangerous
Gentlemen Robbers: Explosives Expert
Gentlemen Robbers: Explosives Expert
Gentlemen Robbers: Heavy
Gentlemen Robbers: Heavy
Gentlemen Robbers: Money Generator
Gentlemen Robbers: Money Generator
Gentlemen Robbers: Safecracker
Gentlemen Robbers: Safecracker
Guard #1
Guard #1
Guard #2
Guard #2
Guard #3
Guard #3
Guard #5
Guard #5
Guard #6
Guard #6
Guard #7
Guard #7
Guard #8
Guard #8
Guard #9
Guard #9
Guard #10
Guard #10
Mobster Crew: Getaway Driver
Mobster Crew: Getaway Driver
Mobster Crew: Heavy
Mobster Crew: Heavy

Game design Update

I've been able to get a LOT of playtests for Perfect Crime down these last few weeks, partly because we have the majority of game assets (card design/tokens/icons etc.) in place and partly because we're approaching completion (the time is now!).

As of last night, we had our sixth playtest of Perfect Crime without a single core component needing changing, which might not sound like a huge amount, but I've been making minor changes (1s to 2s, 5s down to 4s sort of thing) for a while now and it's very much looking like all that has now stabilised. Naturally we'll keep on with the playtesting, but I'm really seeing this as pretty much wrapped. In fact, normally with games I have a right nightmare with playtester fatigue (there is only so many times you can play one game, especially if the designer is asking you to play in a specific way because they have a certain scenario they want to test) - with PC, I'm getting playtest groups that have been at this many, many times already asking ME for more plays...most unusual!

Personal Update

It's frighteningly easy to be putting all the hours in on something, only to suddenly realise you haven't really told anyone what you're doing. This is what happened to me last week and I can only hold my hands up and promise to do better. That's what these last two updates are about - I won't be making that mistake again.

Next week I'm going to be away from the computer as so won't be able to answer comments / messages etc. I'll be back on the 24th and will have another update for you all that week where I'll be detailing everything that's happening with production, and our completion timeline in general. Ian has made good progress with the rulebook so I'm hoping to be able to update on that - maybe even being able to move to proofing and of course there will be more illustrations from Nick. You guys have all been so supportive and so patient throughout this campaign - Perfect Crime would not exist without you and your support - this is your game as much as it is mine, Ian's or Nick's - once again Thank You All =)

Comments

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    1. Missing avatar

      Lance Simpson on

      It's been about a month, how are things looking?

    2. Missing avatar

      Christian Schicke
      Superbacker
      on

      How do you know, where to deliver to?

    3. Missing avatar

      JihemB on

      Really great illustrations.
      Will pledgers have a chance to get a copy of their customized illustration as a file at the end of the project ?

    4. Missing avatar

      mike swindall on

      Great update, thanks. Really interesting to read about the design process. Keep up the great work team!

    5. Missing avatar

      Kimmo Hassinen
      Superbacker
      on

      Thanks for the update! Looking really good - quality game is most important and there's no point to drive yourselves to burnout. Take vacation to relax and come back with clear mind, before final check and production. This will do you and the game good - after break you have better perception to details and possible tiny errors in gameplay, visuals, package... etc.

    6. Steven Blackburn on

      I can't wait to see how guard 5 turns out. I think it is me!

    7. Jan Kučera on

      Posted images looks awesome. As everybody stated here - I will prefer waiting instead of rushed game. Please keep us updated - it makes supporting this campaign more fun

    8. Kaitlin Montanari on

      Quality is always worth the wait. Thank you for the honest update. Communication is always key.

    9. Jan on

      Quality is always worth waiting for Henry. You, Ian, Nick, and all the Grublins take the time you need to stave off the fatigue ~ at the very least take the weekend off and get down the Turk's Head! ;)

    10. Keith Robbins on

      Hi - fully understand, especially with Xmas etc getting in the way as well. I cannot wait to play and see the finished version and the artwork looks worth the wait. Too many projects are rushed out to meet a timeline and produce a sub-quality product. I am very happy to wait and i can see all the time spent in the artwork and the game will not be wasted :)

    11. Bone White on

      As far as the delays due to art is concerned, the art quality is more than worth the wait.

    12. Kevin on

      It's KS, as long as I get honest updates I can stay calm.