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	<title>Comments on: Ubermause</title>
	<link>http://flywheel.gizmet.com/2007/10/16/ubermause/</link>
	<description>game design, out in the open</description>
	<pubDate>Fri, 21 Nov 2008 04:23:00 +0000</pubDate>
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		<title>By: Andre Monserrat</title>
		<link>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2696</link>
		<dc:creator>Andre Monserrat</dc:creator>
		<pubDate>Wed, 17 Oct 2007 22:14:59 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2696</guid>
		<description>Thanks for the complements, guys. When I was a kid, my friends would make fun of my home-made cards I created for my own unofficial expansions for games. So I learned how to make better artwork. People kept on paying me to be a graphic designer and taking me seriously, but I really just wanted to finish my custom cards for Talisman.</description>
		<content:encoded><![CDATA[<p>Thanks for the complements, guys. When I was a kid, my friends would make fun of my home-made cards I created for my own unofficial expansions for games. So I learned how to make better artwork. People kept on paying me to be a graphic designer and taking me seriously, but I really just wanted to finish my custom cards for Talisman.</p>
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		<title>By: Jonathan Leistiko</title>
		<link>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2695</link>
		<dc:creator>Jonathan Leistiko</dc:creator>
		<pubDate>Wed, 17 Oct 2007 21:27:47 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2695</guid>
		<description>I had a great time playing Ubermause.  Integrating power-ups into mice is very clever.  Put a Merchant in an engine slot to auto-lay a trade route, perhaps?

I have to agree with Dan when he says that the art and graphic design on Drey's prototype was fabulous.  I believe I said that, "...it makes my soul ache."  It was super-snazzy with wonderful use of fonts, whimsy, and color contrast.

Looking forward to more game nights.</description>
		<content:encoded><![CDATA[<p>I had a great time playing Ubermause.  Integrating power-ups into mice is very clever.  Put a Merchant in an engine slot to auto-lay a trade route, perhaps?</p>
<p>I have to agree with Dan when he says that the art and graphic design on Drey&#8217;s prototype was fabulous.  I believe I said that, &#8220;&#8230;it makes my soul ache.&#8221;  It was super-snazzy with wonderful use of fonts, whimsy, and color contrast.</p>
<p>Looking forward to more game nights.</p>
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		<title>By: Marc Majcher</title>
		<link>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2694</link>
		<dc:creator>Marc Majcher</dc:creator>
		<pubDate>Wed, 17 Oct 2007 17:42:07 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2694</guid>
		<description>This game sounds great - sorry I missed it last night!</description>
		<content:encoded><![CDATA[<p>This game sounds great - sorry I missed it last night!</p>
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		<title>By: Dan Manfredini</title>
		<link>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2693</link>
		<dc:creator>Dan Manfredini</dc:creator>
		<pubDate>Wed, 17 Oct 2007 15:41:48 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2007/10/16/ubermause/#comment-2693</guid>
		<description>You forgot to mention your pirate fighting mechanic, which I think was the most interesting part! When you encounter a pirate, a sub-game board comes out. It is a simple line of circles. Your ship and the pirate ship go on a spaces determined by the pirate card. You can fight if withing range, or try to run away. It feels like the old Final Fantasy games where you can kill monsters if you want to get loot, or you can try to run away (if you're fast enough). I look forward to seeing more of this.

Also, the art and graphic design on Drey's prototype puts most published games to shame.</description>
		<content:encoded><![CDATA[<p>You forgot to mention your pirate fighting mechanic, which I think was the most interesting part! When you encounter a pirate, a sub-game board comes out. It is a simple line of circles. Your ship and the pirate ship go on a spaces determined by the pirate card. You can fight if withing range, or try to run away. It feels like the old Final Fantasy games where you can kill monsters if you want to get loot, or you can try to run away (if you&#8217;re fast enough). I look forward to seeing more of this.</p>
<p>Also, the art and graphic design on Drey&#8217;s prototype puts most published games to shame.</p>
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