Since the Kickstarter finished we’ve been hard at work on Backerkit support. Now that the Backerkit has closed, production on the game is accelerating!
If you know someone who missed out on the game, let them know the Good Dog, Bad Zombie BackerKit will remain open for pre-orders through the summer. Friends and family can still order the game, the expansions, or take a look at our back catalog of roleplaying games!
Our final counts came in around 1,000 custom dogs! Because we’ve already begun the work of processing through custom dogs and hoomans, those rewards are now locked and no new pups or hoomans can be added. If you need to make any edits to your pup or hooman cards, please get in touch with us. We may be able to accommodate small edits if we hear from you in the next week, and we’re happy to work with you to get your cards right. :)
One of our biggest joys this past month has been going through photos from backers who will be having their pups illustrated into an Energy or Sniff card in every copy of the game. It’s a lot of work and a lot of fun, so we wanted to give you a better sense of what that process looks like.
After downloading your pup’s photo from Backerkit, Hannah adds the pup’s name to a spreadsheet matched with its owners name, a description of the photo, suggested flavor text for the card, and a suggestion for the pup’s power (run, herd, chew, bark, or "good doggo!").
Evan then references the spreadsheet and the original photo to create a sketch with art notes about the pup’s pose, accessories, and foreground/background elements.
From there, Fox creates a draft of the final artwork. Finally, Evan will go through and add the background and other layout elements to finish the card.
We won’t be showing finished art yet - that’s still going through approvals. Backers whose dogs will be featured in the game will get a chance to preview the artwork first, then we'll share sneak peeks of those cards later this summer!
Playtesting and Production
In June, Brian started playtesting the Weird Smells expansion with his playtesting group at the Second Shift co-working space in Chicago!
Weird Smells introduced missions to the game, which adds another layer of strategy and complexity to the base rules. It also adds some other new characters and components, like a Mission Hooman and a Zombie Slayer - a new hooman ally that you can Bark and Herd around the board to take out massive swaths of zombies at once.
The Weird Smells expansion adds a new victory condition to the game: In addition to filling up Hooman Town with rescued hoomans, you have to help Mission Hoomans complete their goals. This might include searching for a cure, reuniting with a lost child, or just having a fun day of playing fetch on the beach.
We’ll have more updates about the expansions to share in coming months! In the meantime, we’ve also started preparing for production. While Brian playtests and refines the expansion, Hannah works on layout, and Evan and Fox work on the game’s art, we’re also having meetings with Community Printers about packing, materials, printing, and creating the best design possible for this game.
Welcoming a new playtester to the pack!
On June 12th, Brian and his wife Lydia welcomed our newest playtester to the pack: Baby Simon! Lupin has already begun to show Simon the ropes, and what it means to be a good dog, a good hooman, and a good playtester!
That’s it for now! Our next update will continue to cover our production work, expansion progress, and general fondness for dogs. We’d love to feature dogs that you’ve shared with us in future updates! Let us know in a comment if it’s okay to share a photo of your pup, and you may see them in a future production post! :)
In the meantime, we’d love if you stayed in touch with us.
- Check us out on Twitter and Facebook
- Listen to Design Doc, a podcast run by Hannah and Evan, about their design process on Questlandia 2 - our next big project!
Bark ya later,
Hannah, Evan, and Brian (and Simon, Lupin, and Waine)