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Hey guys, and welcome to episode
123 of Meeple to Meeple 

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Publishing on hard Mode. 
As always, I'm PJ. 

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And So what we're going to do is
today we're going to talk about 

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trying to publish your first 
game in this period of Division 

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and Discord and all of the 
grossness that's around. 

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But we're going to have a 
positive message for you. 

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I've got Sean and Michael from 
Glasshouse Games. 

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Sean, Mike, how are you guys 
doing? 

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We are. 
Well, I can't speak from you, 

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but I am. 
Well, I'm great. 

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I'm great. 
I'm happy to be here. 

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Thank you, PJ for having us. 
Yeah, thanks for having us. 

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This is. 
Great. 

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Yeah, thanks for being on. 
I'm really interested to just 

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talk to you guys. 
I've got so many questions about

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y'all, so many questions. 
But I guess we should let's get 

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get it out of the way. 
Why did I invite you guys on? 

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Right. 
So y'all really like Launch a 

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game called Whisker Wars on May 
13th, correct? 

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Excellent. 
So I thought it was really 

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interesting because everything 
that's happening right now, you 

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are entering, you're entering 
both the game community and the 

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game industry. 
So you know you're seeing it 

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from you've got 2 lenses that 
you're looking at this from 1 as

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a business and another as a 
gamer, right? 

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So who wants to start off and 
talk a little bit about that? 

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I I'm happy to. 
You want to pop into it? 

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Yeah. 
So. 

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Yeah. 
So Sean and I and Logan, who's 

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not here, our third, our brain 
behind the operation, we're all 

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gamers at heart. 
So we've been a part of the 

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gaming community for as long as 
we can remember. 

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Start of the video games, then 
got at the tabletop. 

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So we are super happy to be 
here. 

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It's the best community I think 
I've ever been a part of. 

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And now we get to hopefully one 
day make games for that same 

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community we've got to enjoy for
so long. 

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Yeah. 
So it's a huge motivating factor

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for us to go forward to your 
sort of question. 

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It is a unfortunately volatile 
moment in the industry with the 

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sort of state of the worldwide 
economy and everything that's 

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kind of going on, it's hard to 
avoid. 

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So there is a big sort of 
question mark on how we are 

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proceeding forward. 
Why now is a big one. 

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We kind of get a lot, a lot of 
people don't think it's like, 

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oh, why are you choosing right 
now? 

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We've chosen this sort of time 
frame a long time ago. 

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Sure. 
We've been building up to this 

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moment and thankfully the ramp 
has been great. 

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We've had this kind of really 
motivating snowball effect of 

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just like growing community 
around us and people were really

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supportive. 
So the moment feels right for 

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us. 
Can't say this is the same for 

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everyone across the board. 
And Sean, I can, I can see 

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you're itching for. 
Yeah, I do. 

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I mean, I, this always happens 
where you say something happens.

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I want to piggyback off that. 
I was gonna like add to this 

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just, and I think we can talk 
about more of this later, but 

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the community itself. 
And yes, grew up in games, but 

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like intentionally participating
in the community, right, right. 

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Has led to interactions and 
relationships that are so 

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uplifting and positive that I 
think it would take a lot more 

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than what's going on right now 
for us to be deterred from 

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participating in the industry. 
The support we've gotten, the 

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feedback back, the 
encouragement, Yeah, it's gonna 

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take a lot. 
I think it's gonna take a lot 

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more than. 
And this is not to discount. 

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Yeah, the industry, absolutely, 
absolutely. 

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But like, we want in and and 
it's for the like the people. 

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Like I love games. 
There's a million great games 

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out there. 
I'm never gonna play them all, 

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but I would like to meet 
everybody and like, play games 

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with those people. 
So like if right now that means 

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fighting through an 
uncomfortable situation with our

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launch, then I'm still happy to 
do it. 

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I love it. 
Sean, tell me, did you also like

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Michael start in video games or 
how did how did your journey 

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begin? 
My parents hated video games. 

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They're like no video games, 
Never, ever. 

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And then my uncle brought home 
APS 2 and that was the answer. 

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Little bit of yes, a little bit.
I don't know if my mic is too 

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loud, but a little bit of yes, a
little bit of no. 

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My dad was a big chess player, 
so he taught, He taught. 

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I have two younger brothers, so 
he taught me chess and then I 

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taught them chess from a really 
young age. 

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I'm still not great at it. 
It's the cruel mistress. 

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Yeah, I love playing, but it's 
not always, it doesn't always 

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love me back. 
So I started early with logic 

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games and stuff like that. 
And then like also diving early 

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the into fantasy, like Lord of 
the Rings and Star Wars were 

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huge. 
I grew up on those. 

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So it was always in the lexicon 
of my upbringing. 

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I played Magic the gaping before
I knew how to play. 

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I would just look at the cards 
and then be like, my dragon is 

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obviously bigger than your 
dragon. 

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And there we go. 
I win and my brothers be like, 

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that's not fair. 
I won so so it was all there and

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then yes and then like video 
games came in and just the love 

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of play was huge, big deal. 
Like the love of play. 

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And it still remains something I
hold very dearly because it's 

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that one moment where you and I 
can relate and we can relate 

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outside of reality and still in 
a healthy way, right, right. 

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Without it being like, you know,
there are unhealthy ways to 

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relate outside of reality where 
you just kind of absolutely off 

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on the range. 
But then. 

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Absolutely. 
This can be something healthy we

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do together and something that 
actually contributes to our in 

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real life relationship, right. 
That has no real stakes other 

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than the king is missing who 
shall claim the the throne kind 

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of thing, Yeah. 
I love this. 

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That is, that is great. 
And I have a follow up question.

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But before that, before that, 
I'm not going to disappoint 

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everyone. 
I have a quote from an ancient 

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philosopher that's relevant to 
what you just said. 

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You were talking about play has 
always been in your life and you

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love play and everything. 
So this is an amazing quote from

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the Greek philosopher Plato. 
He said that you can discover 

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more about a person from an hour
of play than you can from a year

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of conversation. 
I love. 

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That. 
Right, could not be more true. 

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Play any campaign of D&D or any 
TTRPG ever. 

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You are going to peel back so 
many layers of someones persona 

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so much faster than. 
Actually. 

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Friends in the. 
That is why. 

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That is why I'm maintain that 
you can't just approach the 

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hobby and separate the people 
from it, right? 

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I think it was couple, couple 
conversations episodes ago with 

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Laura. 
We were talking about community 

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unity and we talked about our 
world views and forming how we 

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approach games. 
With that in mind. 

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Sean's world view was defined by
the game of chess and other 

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logic games. 
So I'm really curious about 

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that. 
I'm curious about that 

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relationship, what either soft 
skills or any critical thinking 

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that you've developed through 
from childhood to now that you 

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have found useful in trying to 
publish your first game in this 

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period. 
That's, I really appreciate that

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question cuz it's fascinating to
me. 

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I hadn't ever thought about 
that. 

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Like, I guess our upbringings 
are very much shaped by what we,

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well, obviously what we consume,
but then like how we play, where

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we watch video games, board 
games, whatever, movies, books. 

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It's funny, I'm caught by this 
question because Mike's our 

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logic guy. 
Mike does the game mechanics. 

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I was gonna say I have a This is
a great question and I, without 

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even ever thinking about it 
before the question was asked, 

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know the answer to what mine is.
I was. 

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I was. 
Are you gonna guess? 

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No, I'm. 
Not gonna get this for you. 

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I was gonna relate. 
I was gonna say go ahead and 

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then I'll follow. 
Up I I was raised competitively 

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100% of the youngest of five 
siblings. 

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I played a bunch of sports 
growing up. 

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So my competitive nature seeps 
into my very persona regardless 

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of the type of game I play. 
Friendly competition, of course,

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nothing too, too crazy. 
But as sort of Sean is saying, 

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as being the sort of logic 
scheme, mechanic, brain behind 

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the operation, in a way we all 
are. 

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But like, I like to take that as
like my slice of priority that 

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definitely fuels my portion of 
what I do. 

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Or just like us pushing forward 
as a company or as a business or

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as a game publishing in an 
unknown time. 

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It's like I see the challenge 
and just cannot help but want to

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overcome it no matter how hard 
it seems like. 

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So yeah, I'm gonna interrupt you
for a second because Mike is. 

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Mike is like, hey, yeah, I'm 
your friend. 

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And then you play and he looks, 
he moves into, he moves your 

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friend, and then he says you sit
down at any game. 

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It could be Uno, it could be 
Twilight Imperium. 

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He's gonna want to destroy you 
on a molecular level for sure. 

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And then and then, and then if 
he doesn't win, no offense, 

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Mike, if you don't win, you get 
upset. 

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It's like. 
It's all in good taste. 

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It's all in good taste. 
We'll play a game that we made 

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ourselves and he's like, this 
game's terrible. 

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I lost. 
This game's horrible. 

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Who made this game? 
I have a feeling, I have a 

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feeling that if Michael and I 
are at a game table together, 

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I'm going to frustrate Mike so 
much because I find a way of 

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taking a competitive game and 
turning it into a cooperative 

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game. 
CJ, you and I would get along so

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well. 
I want to see this in action 

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because there's nothing that 
makes me happier than watching 

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Steam come out next ears. 
But I will say, to bring this 

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back around to your question, I 
was like, whoa, what is it 

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'cause I did. 
I grew up on chess and I grew up

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on MTG. 
But I think for me, what drives 

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my love of game design, and this
is a big question, I guess, is 

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that, and I talk about this 
quite a bit, Mike, you'll 

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recognize this, the beautiful 
enmeshment between mechanics and

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thematics. 
Chess as an example, is an 

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awesome example. 
And I hadn't actually ever 

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thought about it until you asked
me this question, what the 

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blending of mechanics and 
thematics are. 

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And and I'll for anyone who 
doesn't understand what I'm 

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saying, is like, there's this 
moment where when a piece or a 

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piece of a game, I guess that's 
what the same thing when a piece

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is mechanics match, it's 
thematics. 

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There is like a beautiful 
harmony, yes, makes sense and it

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feels good. 
For example, the night in chess,

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it's a horse for anyone who 
doesn't play and it's the only 

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piece that can leap over other 
pieces and has this very 

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sporadic kind of movement style.
It's not sporadic at all, but 

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for the first time player 
they'll be like what? 

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Right. 
But it's the only piece that can

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leap and it's it's great because
it's a horse. 

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Why wouldn't it be able to jump 
over things there are? 

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Pawns and pawns can only move 
one, can only move one. 

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Feels like the weakest type 1 
so. 

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Exactly. 
So the queen, did you know the 

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queen? 
I think it was Queen Isabella. 

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The queen is based off of Queen 
Isabella of Spain because she 

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was so powerful. 
Yeah. 

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She had so much influence in 
Europe that they were like, this

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piece needs to be stronger. 
She only used to be able to move

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one at a time. 
And then Queen Isabella 

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dominated the Europe and the 
Americas. 

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Was she the, I believe Europe. 
And they were like, this piece 

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is now stronger. 
We're gonna we're gonna make her

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superior. 
Yeah. 

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And I just think that's one. 
That's a great little history 

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fun thing. 
But two, That's another. 

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Blending of yeah, of the of the 
mechanics. 

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And so anytime Mike and I are 
coming up with things and he 

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comes up with a brilliant 
mechanic, I'm like, that's 

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great. 
Who does that belong to in terms

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00:10:38,200 --> 00:10:39,480
of like Whisker Wars, for 
example? 

228
00:10:39,600 --> 00:10:41,040
Yes, which character does that 
go to? 

229
00:10:41,040 --> 00:10:43,360
Because thematically that 
doesn't work or thematically 

230
00:10:43,360 --> 00:10:46,200
that's perfect over here because
OK, you're pulling from the 

231
00:10:46,200 --> 00:10:51,040
graveyard. 
The Gekromancer is a necromancer

232
00:10:51,120 --> 00:10:52,960
type character. 
A pull from the graveyard 

233
00:10:52,960 --> 00:10:55,920
mechanic fits beautifully with 
the Gekromancer because of that 

234
00:10:56,080 --> 00:10:57,880
harmony. 
And that's where I love to. 

235
00:10:58,240 --> 00:11:01,280
That's like where I love to sit 
in terms of game design. 

236
00:11:01,280 --> 00:11:05,040
That's like my favorite spy. 
So Mike is the game mechanics 

237
00:11:05,080 --> 00:11:07,640
when you're working on a game 
and then you're the theme guy 

238
00:11:07,640 --> 00:11:10,040
trying to match it if you can. 
Yeah. 

239
00:11:10,160 --> 00:11:11,640
And it's not always in that 
order. 

240
00:11:11,640 --> 00:11:16,000
Sometimes it sure, sometimes it 
ebbs and flows and but yeah, a 

241
00:11:16,040 --> 00:11:18,840
lot of the time it'll be me 
being it'll be me being like, 

242
00:11:18,840 --> 00:11:20,880
what about this? 
And Mike's like, no, that's 

243
00:11:21,000 --> 00:11:23,200
broken. 
If you were to boil down our 

244
00:11:23,200 --> 00:11:28,720
game design process to the list 
forum, Sean texting the group 

245
00:11:28,720 --> 00:11:32,080
chat with like, what if we had a
game that was this set in this 

246
00:11:32,080 --> 00:11:35,280
crazy world and all of them did 
this and we're like, great, 20% 

247
00:11:35,280 --> 00:11:37,320
of that's awesome. 
Get rid of the 80% and let's 

248
00:11:37,320 --> 00:11:39,440
work on that 20%. 
And then he's like, yeah, OK, 

249
00:11:39,480 --> 00:11:40,680
fine. 
Yeah, but then every time you 

250
00:11:40,680 --> 00:11:43,720
get rid of the 80%, that 80% 
just happens to include giant 

251
00:11:43,720 --> 00:11:45,600
robots, and it makes me upset. 
Get. 

252
00:11:45,600 --> 00:11:46,960
Get. 
The Max out of here he. 

253
00:11:46,960 --> 00:11:48,640
Always. 
He always axe the Max. 

254
00:11:48,640 --> 00:11:50,600
What do you have against Max? 
What's? 

255
00:11:50,680 --> 00:11:51,640
Yeah, what do you have against 
Max? 

256
00:11:51,680 --> 00:11:54,480
Mike, I love Max, I love Max, 
but Whisker Wars just would not 

257
00:11:54,480 --> 00:11:57,160
have been as good if there were 
Max in it. 

258
00:11:57,160 --> 00:12:03,520
Maybe an expansion 18? 
So, so I only know what I've 

259
00:12:03,520 --> 00:12:07,920
seen on your Instagram through 
all the reels, right and 

260
00:12:07,920 --> 00:12:09,360
everything. 
And I want to talk about the art

261
00:12:09,480 --> 00:12:10,960
in a minute. 
Oh yeah. 

262
00:12:11,640 --> 00:12:16,920
But why couldn't a cute, 
whimsical animal not operate a 

263
00:12:16,920 --> 00:12:19,520
mech of some sort? 
That is a good point. 

264
00:12:19,680 --> 00:12:21,560
Right. 
I mean, I feel like that's a 

265
00:12:21,560 --> 00:12:24,960
possibility. 
There's certainly if the way 

266
00:12:24,960 --> 00:12:29,440
that we put it to a swage, A 
swage Sean's fears of not being 

267
00:12:29,440 --> 00:12:32,160
able to play and have the cool 
things he wants in the future of

268
00:12:32,160 --> 00:12:34,080
his scores. 
We say if we get to a certain 

269
00:12:34,080 --> 00:12:35,840
point, you can have whatever you
want, but. 

270
00:12:35,840 --> 00:12:38,720
You're making me out to be like 
the kid who wants candy. 

271
00:12:38,720 --> 00:12:39,560
And they're like, yeah, yeah, 
yeah. 

272
00:12:39,600 --> 00:12:43,080
We'll get candy later, Yeah. 
You know the kid wants candy. 

273
00:12:43,080 --> 00:12:44,320
Let's be honest. 
Candy. 

274
00:12:44,400 --> 00:12:48,000
So let's talk about. 
So in Whisker Wars, it's I 

275
00:12:48,000 --> 00:12:50,600
forgot the name of the the the 
realm. 

276
00:12:50,600 --> 00:12:52,160
What is? 
Supetra. 

277
00:12:52,440 --> 00:12:55,360
Supetra. 
Yeah, but let's say if we took 

278
00:12:55,360 --> 00:12:59,680
Supatra and put it in a 
historical context of Earth, 

279
00:12:59,680 --> 00:13:03,240
what time period is it? 
Would you say it parallels I'm? 

280
00:13:04,440 --> 00:13:06,160
Looking like because I have an 
answer. 

281
00:13:06,520 --> 00:13:09,440
Well, answer for me. 
For me it is. 

282
00:13:10,000 --> 00:13:13,640
Oh man, I'm gonna this is gonna 
show my total history nerd to 

283
00:13:13,640 --> 00:13:17,120
me. 
It is after 1110. 

284
00:13:17,120 --> 00:13:20,080
It's right after 1066. 
Battle of Hastings. 

285
00:13:20,680 --> 00:13:25,840
Battle of Hastings and the 
pushing of the the Norwegians 

286
00:13:25,840 --> 00:13:30,760
out of England at the OK Battle 
of Stamford Bridge I believe. 

287
00:13:30,760 --> 00:13:34,640
So, OK, so we're talking about 
the following 11th, 12th 

288
00:13:34,640 --> 00:13:37,400
century. 
All right, so here we here's my 

289
00:13:37,400 --> 00:13:39,160
follow up question to get back 
to next. 

290
00:13:39,280 --> 00:13:42,000
Would it not then be possible, 
Michael? 

291
00:13:42,240 --> 00:13:45,480
Would it not be possible? 
I don't know how this ended up 

292
00:13:45,480 --> 00:13:47,440
being me putting you on the 
spot, but. 

293
00:13:48,480 --> 00:13:51,600
I love it. 
Here's your future expansions, 

294
00:13:51,600 --> 00:13:53,640
right? 
You could then take your 

295
00:13:53,640 --> 00:13:56,440
fictional realm forward in the 
future, right? 

296
00:13:56,520 --> 00:14:00,400
As technology develops. 
So you could do gunpowder and 

297
00:14:00,400 --> 00:14:02,920
then you could introduce that 
type of weaponry and then 

298
00:14:02,920 --> 00:14:07,520
eventually air power, sea power,
and then ultimately the kids 

299
00:14:07,520 --> 00:14:10,240
going to get his candy and you 
can have a mech expansion, 

300
00:14:10,520 --> 00:14:12,760
right? 
So, so cool. 

301
00:14:12,800 --> 00:14:15,880
That's. 4 expansions right there
that you could release in the 

302
00:14:15,880 --> 00:14:18,400
future when your trade board 
might be over. 

303
00:14:18,400 --> 00:14:20,920
Let's hope. 
I we can't wait for both of 

304
00:14:20,920 --> 00:14:23,680
those things. 
One, expand to the Hazmat X and 

305
00:14:23,680 --> 00:14:26,360
two, for this trade war to be 
over because then all of us will

306
00:14:26,360 --> 00:14:28,120
be happy. 
Yes, Yeah. 

307
00:14:28,200 --> 00:14:31,200
I am with you, PJ. 
That sounds like exactly the 

308
00:14:31,200 --> 00:14:34,320
trajectory we should be on. 
And yeah, they always have to 

309
00:14:34,320 --> 00:14:37,240
poke fun at my anytime I see a 
mech or something, it's just 

310
00:14:37,280 --> 00:14:40,440
kind of a big Titanfall fan, 
like OG Titanfall and Titanfall 

311
00:14:40,440 --> 00:14:43,280
2 and then Armored Core and all 
that stuff. 

312
00:14:43,280 --> 00:14:44,520
And so, yeah, that's a good 
point. 

313
00:14:44,520 --> 00:14:46,280
They could have a mech. 
There should be mechs. 

314
00:14:47,280 --> 00:14:49,920
So my next question is for the 
both of you. 

315
00:14:49,920 --> 00:14:52,640
So here's one where I'm 
actually, this is more of a 

316
00:14:52,920 --> 00:14:56,440
formal question where I would 
expect both of you to answer. 

317
00:14:56,680 --> 00:15:00,320
But I'm serious. 
What what games are you? 

318
00:15:00,360 --> 00:15:03,040
What board games are you outside
of Whisker wars, obviously, 

319
00:15:03,040 --> 00:15:06,720
because you're probably are you 
enjoying playing right now, like

320
00:15:07,040 --> 00:15:09,000
what's on your table recently? 
Great. 

321
00:15:09,120 --> 00:15:11,360
I'm not going to ask you what 
your what your favorite game. 

322
00:15:11,960 --> 00:15:12,480
Pick one. 
Yeah. 

323
00:15:12,680 --> 00:15:14,080
Yeah, but what are you enjoying 
right now? 

324
00:15:14,080 --> 00:15:16,960
What's inspiring you today? 
So I, what was it? 

325
00:15:17,240 --> 00:15:20,120
Saxon plug? 
This past year picked up Kelp 

326
00:15:20,400 --> 00:15:22,280
and I've been playing kelp a lot
with my partner. 

327
00:15:23,320 --> 00:15:28,240
I love that freaking game. 
It is such a unique blend of a 

328
00:15:28,240 --> 00:15:32,520
couple different fun thematics 
in a way that at first I thought

329
00:15:32,520 --> 00:15:35,320
it would be more overwhelming, 
but after the first game you're 

330
00:15:35,320 --> 00:15:37,440
like, Nah, I get it. 
I like this. 

331
00:15:37,440 --> 00:15:40,160
I don't know what there has to 
be said that I only get to play 

332
00:15:40,160 --> 00:15:43,800
the octopus, so my fiance only 
gets to play the shark, but I 

333
00:15:43,800 --> 00:15:46,800
love it and it's too much. 
It's a lot of fun just trying to

334
00:15:47,320 --> 00:15:50,280
skedaddle my way through 
different bushes away from her. 

335
00:15:50,320 --> 00:15:53,200
So that is. 
And the thematic, it's, yeah, 

336
00:15:53,200 --> 00:15:55,680
it's another game where it's 
like the like, to Sean's point 

337
00:15:55,680 --> 00:15:58,480
earlier, where the thematic 
matches the mechanics of the 

338
00:15:58,480 --> 00:15:59,640
game. 
Absolutely. 

339
00:15:59,640 --> 00:16:01,320
Perfectly. 
Perfectly. 

340
00:16:02,080 --> 00:16:05,560
Yeah, so welcome a quick. 
A quick shout out to Carl, the 

341
00:16:05,560 --> 00:16:09,040
designer of the game who we had 
on here before we in fact 

342
00:16:09,720 --> 00:16:13,160
launched on Kickstarter. 
We had him on because y'all are 

343
00:16:13,160 --> 00:16:17,160
new to the show. 
You have to go back to the audio

344
00:16:17,240 --> 00:16:20,280
only episodes. 
Yeah, right on. 

345
00:16:21,200 --> 00:16:25,720
OK, which you can all find on 
YouTube, but but yeah, because 

346
00:16:25,720 --> 00:16:29,040
we only started doing video with
episode 100, which was October 

347
00:16:29,040 --> 00:16:30,560
of last year. 
Oh, very calm. 

348
00:16:30,560 --> 00:16:32,480
Right on. 
Yeah, but I know that Carl 

349
00:16:32,480 --> 00:16:36,520
listens regularly, so he's going
to enjoy the shout outs of Kelp.

350
00:16:36,800 --> 00:16:37,880
That's a good one. 
Awesome. 

351
00:16:38,120 --> 00:16:40,600
That's really good and ties in 
with everything we've just 

352
00:16:40,600 --> 00:16:43,800
talked about in terms of trying 
to marry theme and mechanics. 

353
00:16:43,800 --> 00:16:44,920
What about you, Sean? 
What are you? 

354
00:16:44,920 --> 00:16:48,120
What are you enjoying right now?
Another where beautiful marriage

355
00:16:48,120 --> 00:16:50,280
of human mechanics. 
We play this. 

356
00:16:50,320 --> 00:16:52,920
We actually played it recently, 
Mike, he knows what I'm gonna 

357
00:16:52,920 --> 00:16:55,320
say. 
And it's unmanaged by 

358
00:16:55,320 --> 00:16:57,680
Restoration Games and Rob Dabio,
right? 

359
00:16:57,760 --> 00:17:00,040
Yeah, yeah, it's them in 
Restoration games. 

360
00:17:00,760 --> 00:17:04,280
Unmatched is awesome. 
So Unmatched is great and my 

361
00:17:04,280 --> 00:17:07,359
love of it comes from that 
Thematics, mechanics, synergy. 

362
00:17:07,359 --> 00:17:09,800
So it's asymmetrical characters.
Everyone gets their own short 

363
00:17:09,800 --> 00:17:11,319
deck. 
It's an arena battler, so 

364
00:17:11,319 --> 00:17:14,920
someone who grew up like playing
Halo 2 or Halo three in a small 

365
00:17:14,920 --> 00:17:17,000
arena, a force to fight each 
other. 

366
00:17:17,359 --> 00:17:19,079
And then the characters are 
awesome. 

367
00:17:19,079 --> 00:17:22,599
So it's all like open IP. 
So it's like Red Riding Hood. 

368
00:17:22,839 --> 00:17:25,680
This is my favorite matchup is 
Red Riding Hood versus Beowulf 

369
00:17:25,680 --> 00:17:28,680
cuz it's Red Riding Hood versus 
the Wolf, but it's not the wolf,

370
00:17:28,680 --> 00:17:31,120
it's Beowulf. 
I think it's really cool. 

371
00:17:31,160 --> 00:17:35,000
Wow. 
And then each each character has

372
00:17:35,000 --> 00:17:36,480
their own kind of like play 
style. 

373
00:17:36,480 --> 00:17:39,400
So the set that I have is the 
Shakespearean set. 

374
00:17:39,480 --> 00:17:41,000
OK. 
So you have Shakespeare versus 

375
00:17:41,000 --> 00:17:44,200
the three Fates versus Hamlet 
versus Titania. 

376
00:17:44,240 --> 00:17:46,320
And for a great example is 
Hamlet. 

377
00:17:46,440 --> 00:17:48,640
At the beginning of your turn, 
you can either to be or not to 

378
00:17:48,640 --> 00:17:51,240
be. 
And if you to be, you draw extra

379
00:17:51,240 --> 00:17:52,360
cards. 
And if you're not to be, you 

380
00:17:52,360 --> 00:17:54,800
deal extra damage. 
So it's like very simple 

381
00:17:54,800 --> 00:17:57,240
mechanics like that that are 
perfect for the character. 

382
00:17:57,440 --> 00:18:00,120
Yeah, we just played recently 
and I think Mike had a good 

383
00:18:00,120 --> 00:18:02,000
time. 
Right, Mike. .9% one I'm pretty 

384
00:18:02,000 --> 00:18:06,800
sure as the three. 
The three are great, a lot of 

385
00:18:06,800 --> 00:18:08,280
fun, love that game, love 
winning a game. 

386
00:18:08,360 --> 00:18:11,520
Have I said that maybe? 
You have you have made that 

387
00:18:11,520 --> 00:18:12,960
very. 
Clear, Very clear. 

388
00:18:12,960 --> 00:18:16,560
Yeah, Yeah. 
What? 

389
00:18:16,560 --> 00:18:18,280
Again, another question for the 
two of you. 

390
00:18:18,280 --> 00:18:22,600
What games, if any? 
I'm sure they're a list inspired

391
00:18:22,600 --> 00:18:24,720
you in the development of 
Whisker Wars. 

392
00:18:25,360 --> 00:18:27,800
Like, you played a game and 
you're like, Oh my God, yeah, 

393
00:18:27,800 --> 00:18:30,360
yeah. 
So we are definitely at least 

394
00:18:30,360 --> 00:18:33,560
for a lot of like abilities and 
sort of there's a couple 

395
00:18:33,560 --> 00:18:36,360
different games. 
The short list is like MTG, 

396
00:18:36,360 --> 00:18:38,400
Magic the Gathering. 
We're all all three of us are 

397
00:18:38,400 --> 00:18:41,000
Magic the gathering players. 
We love weekly semi weekly 

398
00:18:41,000 --> 00:18:43,360
commander. 
And we wanted the whole sort of 

399
00:18:43,360 --> 00:18:48,440
intention of Whisker Wars was to
create this sort of entry level,

400
00:18:48,480 --> 00:18:52,560
almost scaffolding like game 
that can take newer players to 

401
00:18:52,560 --> 00:18:56,960
the genre and give them that 
sort of brain, scratch that itch

402
00:18:56,960 --> 00:18:59,920
for more of those complex 
battlers like MTG, Yu-gi-oh, 

403
00:18:59,920 --> 00:19:02,200
Lucana, Pokémon. 
So there's definitely a lot of 

404
00:19:02,200 --> 00:19:04,400
inspiration from MTG in that 
sense. 

405
00:19:04,400 --> 00:19:06,200
And there's another simpler 
sense. 

406
00:19:06,200 --> 00:19:09,080
There's also the inspiration 
from D&D, which is one of our 

407
00:19:09,080 --> 00:19:10,480
favorite games. 
Sean and I are in a campaign 

408
00:19:10,480 --> 00:19:12,680
together. 2 campaigns together, 
hilariously. 

409
00:19:13,200 --> 00:19:14,800
Three, dude, I run you through 
Lancer. 

410
00:19:14,840 --> 00:19:20,160
Well, that's right, DNDDN. 
DD2 DND campaigns together where

411
00:19:20,160 --> 00:19:24,360
we took the Super easy to 
understand initiative system of 

412
00:19:24,360 --> 00:19:28,920
just, you know, and we made that
sort of the core loop of how the

413
00:19:28,920 --> 00:19:31,520
actual cards play and the timing
of the cards themselves. 

414
00:19:31,520 --> 00:19:33,880
So it's just super easy. 
Look for the highest number on 

415
00:19:33,880 --> 00:19:36,320
the table, that card goes so on 
and so forth. 

416
00:19:36,440 --> 00:19:40,240
So we sort of took that idea 
from DND and then I think 

417
00:19:40,240 --> 00:19:42,520
there's probably other 
inspirations too, but I think 

418
00:19:42,520 --> 00:19:44,240
those are the two quick biggest 
ones that come to mind. 

419
00:19:44,240 --> 00:19:46,680
Sean, is there anything you want
to add to that in terms of, 

420
00:19:46,680 --> 00:19:48,800
yeah, there was a. 
Game Well, one. 

421
00:19:49,040 --> 00:19:51,920
Yeah, I'm sorry, I didn't mean 
to interrupt you I'm just like 

422
00:19:52,120 --> 00:19:56,280
my brain's reeling. 
Yeah, you mentioned D&D mic and 

423
00:19:56,280 --> 00:19:58,240
I was like what? 
And I was like yeah, that is 

424
00:19:58,280 --> 00:20:01,600
like we talk about this all the 
time that yeah. 

425
00:20:02,120 --> 00:20:04,600
And I love that idea of like the
game engine, right. 

426
00:20:05,240 --> 00:20:07,040
The core loop. 
This was something that I think 

427
00:20:07,040 --> 00:20:09,800
JB Stegmire. 
Talked about. 

428
00:20:10,520 --> 00:20:12,600
Probably. 
Yeah, the core loop of like, 

429
00:20:12,600 --> 00:20:14,640
what's the core of your game? 
Why is it fun? 

430
00:20:14,920 --> 00:20:17,000
Why do I want to keep playing? 
These are really important 

431
00:20:17,000 --> 00:20:19,320
questions. 
And that being like a simple 

432
00:20:19,320 --> 00:20:22,680
mechanic of like an engine that 
simply drives a game from 

433
00:20:22,840 --> 00:20:24,600
whatever's next. 
And then the other thing has to 

434
00:20:24,600 --> 00:20:26,960
go and it has to go and you have
to continue playing the game. 

435
00:20:27,320 --> 00:20:30,520
So it's like it kind of cuts 
down on analysis paralysis and 

436
00:20:30,520 --> 00:20:32,520
all these other things like drag
games out. 

437
00:20:32,520 --> 00:20:35,160
It's like the game is forcing 
you to play it at a certain 

438
00:20:35,160 --> 00:20:36,400
speed, which I think is really. 
Fun. 

439
00:20:36,400 --> 00:20:38,720
OK. 
The other game that I was gonna 

440
00:20:38,720 --> 00:20:41,720
bring up was it was a game that 
I played a while ago, which we 

441
00:20:41,800 --> 00:20:44,800
had some inspiration from it. 
They do a nice job with their 

442
00:20:44,880 --> 00:20:46,880
health trackers and that we were
like, this is great. 

443
00:20:47,080 --> 00:20:49,120
This is a really, we can get 
into this later, too. 

444
00:20:49,120 --> 00:20:51,800
But it's a really great, from a 
manufacturing standpoint, a 

445
00:20:51,800 --> 00:20:54,280
really smart way to do this. 
And it was a game called Battle 

446
00:20:54,280 --> 00:20:55,760
Wizards. 
Yeah, yeah, yeah. 

447
00:20:55,760 --> 00:20:58,080
Battle Wizards, Yeah. 
And for all those who haven't 

448
00:20:58,080 --> 00:21:03,680
played, it's a very adult game. 
Careful around kids, but just a 

449
00:21:03,680 --> 00:21:06,120
fun anecdote. 
Fun anecdote with that. 

450
00:21:06,120 --> 00:21:07,800
I played with a bunch of my 
first time I ever played. 

451
00:21:07,800 --> 00:21:10,600
I played with a bunch of actors 
and they had they had they had 

452
00:21:10,760 --> 00:21:15,080
the most rule where if you 
didn't cast your spell in your 

453
00:21:15,080 --> 00:21:19,520
wizard's voice, it didn't count.
So you had all these like very 

454
00:21:19,840 --> 00:21:23,760
passive actors, right, with 
doing hilarious voices and full 

455
00:21:23,760 --> 00:21:26,440
bore casting spells at you 
across the table. 

456
00:21:26,440 --> 00:21:28,360
It was it was very fun. 
But yeah. 

457
00:21:29,080 --> 00:21:31,280
That's awesome. 
That's interesting. 

458
00:21:31,280 --> 00:21:35,200
So what any recent challenges 
outside of things we've already 

459
00:21:35,200 --> 00:21:37,880
talked about, talk about the 
challenges in the process that 

460
00:21:37,880 --> 00:21:40,280
you had and how you overcame 
them well. 

461
00:21:41,400 --> 00:21:47,680
I think there are a lot of 
challenges that so to preface, 

462
00:21:47,680 --> 00:21:50,320
Sean Logan and I, the Glass 
House team, we've been very 

463
00:21:50,320 --> 00:21:54,960
fortunate to have made a lot of 
industry connections over the 

464
00:21:54,960 --> 00:21:58,320
past two years, going to Packs 
Unplugged, talking to people at 

465
00:21:58,320 --> 00:22:01,200
Kickstarter. 
We joined the Unpub tabletop 

466
00:22:01,200 --> 00:22:04,720
mentorship program where we got 
put with who's essentially like 

467
00:22:04,720 --> 00:22:07,760
our Big Brother now, Ross 
Thompson and he many of our 

468
00:22:07,760 --> 00:22:10,320
friends and connections we made 
like to say friends cuz it 

469
00:22:10,320 --> 00:22:12,040
doesn't ever feel like a 
connection in this industry. 

470
00:22:12,040 --> 00:22:14,720
It's just friends and peers, but
all of these friends and peers 

471
00:22:14,720 --> 00:22:19,040
have giving us really good 
advice at each sort of turning 

472
00:22:19,040 --> 00:22:21,760
point in the sort of journey of 
this process. 

473
00:22:22,120 --> 00:22:24,520
With all of that being said, 
there are so many challenges 

474
00:22:24,520 --> 00:22:26,280
that come up that you can never 
even anticipate. 

475
00:22:26,280 --> 00:22:28,760
And they say that and they've 
been saying that's like, don't 

476
00:22:28,760 --> 00:22:30,880
think just because you feel like
you're done and you're ready 

477
00:22:31,040 --> 00:22:32,400
that you're just going to coast 
through this. 

478
00:22:32,400 --> 00:22:36,120
There's always going to be 
things that come up and I can't 

479
00:22:36,120 --> 00:22:37,800
think of any specific challenges
right now. 

480
00:22:37,800 --> 00:22:39,920
I feel like every day there's 
challenges that we got it. 

481
00:22:40,840 --> 00:22:46,840
You taught yourself 2D animation
because we're like like we were 

482
00:22:46,840 --> 00:22:49,440
like like that. 
That was the example I was gonna

483
00:22:49,440 --> 00:22:52,880
bring up is like, we have found 
that we've had to learn. 

484
00:22:52,920 --> 00:22:56,880
We've had to learn things very 
quickly because of one budget 

485
00:22:56,880 --> 00:22:59,280
constraints and 2:00 because of 
timing constraints. 

486
00:22:59,280 --> 00:23:02,400
So we're like, OK, we could even
if we had the budget, we realize

487
00:23:02,400 --> 00:23:07,080
we need XYZ assets that are, for
example, Blender or 2D animation

488
00:23:07,080 --> 00:23:09,240
for our video. 
And it's like straight up, we 

489
00:23:09,240 --> 00:23:11,280
don't have the funds. 
We're a small company. 

490
00:23:11,320 --> 00:23:14,320
We spent most of our money on 
art and advertising and then 

491
00:23:14,320 --> 00:23:16,280
we're like OK, we need some 2D 
animation. 

492
00:23:16,280 --> 00:23:18,600
It might goes, yeah I guess I'll
figure that out. 

493
00:23:18,680 --> 00:23:24,080
And like 2 weeks later we had 
like a fully functioning like 

494
00:23:24,080 --> 00:23:26,600
intro video. 
Very rudimentary, but very good.

495
00:23:27,000 --> 00:23:30,080
Yeah. 
It's Adobe has become very a 

496
00:23:30,080 --> 00:23:34,600
very familiar friend of mine 
over the past year and change at

497
00:23:34,600 --> 00:23:39,480
this point, Adobe Anime, Adobe 
Indesign, Logan's Virtuoso at 

498
00:23:39,480 --> 00:23:42,160
this point with the Photoshop 
and Blender. 

499
00:23:42,440 --> 00:23:46,160
So it's just a lot of different 
putting on new hats we never 

500
00:23:46,160 --> 00:23:48,360
knew how to wear before. 
These are all to my point. 

501
00:23:48,360 --> 00:23:50,960
These are all things that it 
wasn't like we came in like I 

502
00:23:50,960 --> 00:23:53,560
know Blender and I know Indesign
let's make a game. 

503
00:23:53,560 --> 00:23:56,080
It was like what do we I have to
learn that now, right? 

504
00:23:56,080 --> 00:23:57,720
They, they, they have to learn 
that now. 

505
00:23:58,080 --> 00:24:00,320
Tom's over there like I'm just 
gonna write stories. 

506
00:24:02,280 --> 00:24:04,520
So. 
Yeah, that was, to their credit,

507
00:24:04,520 --> 00:24:08,200
like putting on a hat that had 
maybe never been on before and 

508
00:24:08,200 --> 00:24:10,000
like running with it. 
Right. 

509
00:24:10,400 --> 00:24:13,160
This is like when people, we go 
to game conventions all the time

510
00:24:13,160 --> 00:24:16,120
and people are like, yeah, I'm a
designer, like cool with who? 

511
00:24:16,120 --> 00:24:18,520
And they go just me. 
And it blows my mind. 

512
00:24:18,520 --> 00:24:21,800
It blows my mind. 
One person teams that are just 

513
00:24:21,800 --> 00:24:25,080
like you must be a genius. 
Yeah, and the. 

514
00:24:25,120 --> 00:24:28,280
Hardest working person I know in
order to do certain like because

515
00:24:28,360 --> 00:24:30,320
it doesn't even matter the 
weight of a game, just a 

516
00:24:30,480 --> 00:24:34,200
publishing process. 
Period is an arduous long 

517
00:24:34,520 --> 00:24:36,680
process. 
Our game is light, our game is 

518
00:24:36,680 --> 00:24:40,960
pretty light and the the To Do 
List that we put together in the

519
00:24:40,960 --> 00:24:44,840
last two months before launch, I
was stressed and I had the 

520
00:24:44,840 --> 00:24:48,440
easiest part of the list. 
It's like 174 action items for 

521
00:24:48,440 --> 00:24:52,200
like 2 calendar months just just
to get before Kickstarter 

522
00:24:52,200 --> 00:24:55,720
launch. 
So any do I met my my hat is off

523
00:24:55,720 --> 00:24:59,520
to anybody that does this by 
themselves or we have 3 and. 

524
00:25:00,320 --> 00:25:02,040
Still feels like a lot. 
Still feels like a lot. 

525
00:25:02,040 --> 00:25:04,240
It is a lot. 
So the challenge is the 

526
00:25:04,240 --> 00:25:06,480
obstacles are all of them. 
Yeah. 

527
00:25:06,480 --> 00:25:09,440
And I think Mike said it, which 
is we just didn't know. 

528
00:25:11,320 --> 00:25:15,000
We didn't know how much writing 
there'd be for, you know, this 

529
00:25:15,080 --> 00:25:18,560
like the social media aspect 
alone is just like tripping days

530
00:25:18,560 --> 00:25:21,280
and days and days of launch 
materials. 

531
00:25:21,320 --> 00:25:26,000
The assets, like having to have 
visual assets to accompany text,

532
00:25:26,400 --> 00:25:28,880
those have to be built. 
The video has to be built. 

533
00:25:28,920 --> 00:25:31,360
Outreach to media has to be 
done. 

534
00:25:31,560 --> 00:25:34,320
Like the velocity at which you 
travel when you're launching a 

535
00:25:34,320 --> 00:25:37,160
game is it's a lot for one 
person. 

536
00:25:37,240 --> 00:25:39,520
It's a lot for three people. 
So have you found that that 

537
00:25:39,520 --> 00:25:43,160
velocity because you've you're 
like a week, you're a week out. 

538
00:25:43,760 --> 00:25:47,040
We could change. 
Guys, has the velocity, has the 

539
00:25:47,040 --> 00:25:49,760
velocity going up or has there 
kind of been a lull? 

540
00:25:49,880 --> 00:25:52,520
It's going up, it's gone up. 
That's. 

541
00:25:53,080 --> 00:25:54,920
Everyone kind of said it would 
too. 

542
00:25:54,920 --> 00:25:57,920
Like as you get closer to 
launch, it's not going to get 

543
00:25:57,920 --> 00:25:59,800
easier, it's only going to get 
busier. 

544
00:25:59,960 --> 00:26:03,480
But we're also sort of hats off 
to all of the great people that 

545
00:26:03,480 --> 00:26:05,360
have given us so much advice 
over the past couple of months 

546
00:26:05,360 --> 00:26:09,680
is that we've been able to learn
from these people months ago to 

547
00:26:09,680 --> 00:26:11,240
have this stuff done ahead of 
time. 

548
00:26:11,520 --> 00:26:14,800
So it's like we are crunching so
hard to get all of these things 

549
00:26:14,800 --> 00:26:17,240
done a week and change out. 
We've been doing it for the past

550
00:26:17,240 --> 00:26:19,360
month, for like a week and 
change out from our Kickstart 

551
00:26:19,360 --> 00:26:23,320
launch so that it's ready so 
that we're not everyday when we 

552
00:26:23,320 --> 00:26:26,000
get home from our normal jobs 
and then come home and sit at 

553
00:26:26,000 --> 00:26:29,880
our computers, we're doing hours
of work to keep up with it every

554
00:26:29,880 --> 00:26:31,800
single day. 
So it's like we're taking as 

555
00:26:31,800 --> 00:26:34,120
smart and efficient of an 
approach to it as possible, 

556
00:26:34,160 --> 00:26:35,360
which cannot be said for 
everyone. 

557
00:26:35,360 --> 00:26:37,640
And some people just don't know 
how much it, you know, is 

558
00:26:37,640 --> 00:26:40,240
involved in making a game or 
just launching periods. 

559
00:26:40,240 --> 00:26:43,080
So I'm just very fortunate that 
we've had that in our corner. 

560
00:26:43,600 --> 00:26:47,240
And to just make a last point 
here is like we also have A to 

561
00:26:47,240 --> 00:26:49,520
our to our credit, we are not 
afraid of asking for help. 

562
00:26:49,840 --> 00:26:53,240
And to their credit, we have an 
awesome network of people who 

563
00:26:53,240 --> 00:26:56,680
have said like one of Mike and 
Logan's friends works their full

564
00:26:56,680 --> 00:27:00,360
time job is BD 3D design. 
So they designed our blister 

565
00:27:00,360 --> 00:27:03,560
tray something that like we. 
Would have never been able. 

566
00:27:03,560 --> 00:27:05,400
To we'd have never been able to 
do that. 

567
00:27:05,400 --> 00:27:08,520
And and we have one of Logan's 
friends is like big in graphic 

568
00:27:08,520 --> 00:27:09,840
design. 
So she's helping us with our 

569
00:27:09,840 --> 00:27:11,320
Kickstarter page. 
And this is all just people who 

570
00:27:11,320 --> 00:27:14,400
are just like down to help us 
because we're coming to them 

571
00:27:14,400 --> 00:27:15,960
open and honestly being like 
hell. 

572
00:27:16,000 --> 00:27:17,680
We need a hand here. 
Yeah. 

573
00:27:18,480 --> 00:27:20,480
And and that's coming from 
three, three of us. 

574
00:27:20,480 --> 00:27:25,360
So I can imagine how yeah, how 
doing it alone you need a lot of

575
00:27:25,360 --> 00:27:27,560
help are. 
All three of you in Brooklyn? 

576
00:27:27,560 --> 00:27:28,520
No. 
So the. 

577
00:27:28,640 --> 00:27:30,760
Two of us are and then Logan's 
based out of Austin. 

578
00:27:30,880 --> 00:27:32,640
OK. 
That's got to be a little bit of

579
00:27:32,640 --> 00:27:34,640
a challenge too, right? 
It's yeah. 

580
00:27:35,160 --> 00:27:38,520
Yeah, in a way I think the pros 
outweigh the cons on that one 

581
00:27:38,520 --> 00:27:42,400
because then we get an even sort
of wider net in terms of because

582
00:27:42,400 --> 00:27:44,400
like we love play to, I 
personally love play testing 

583
00:27:44,400 --> 00:27:46,120
events. 
I love like when we just get to 

584
00:27:46,200 --> 00:27:49,520
get together with the community,
host an event at a local game 

585
00:27:49,520 --> 00:27:52,600
store or a cafe or something 
like that and then just bring 

586
00:27:52,600 --> 00:27:54,960
other designers or just like 
friends, family together. 

587
00:27:55,120 --> 00:27:58,320
So like we get to do that now 
out of two hubs, Boston and New 

588
00:27:58,320 --> 00:27:59,760
York. 
So I love that. 

589
00:27:59,880 --> 00:28:04,000
Yes, it does involve a four hour
trip up to up to Boston after 

590
00:28:04,000 --> 00:28:06,520
work, but you know, it's all in 
the love of the game. 

591
00:28:06,720 --> 00:28:08,520
Right. 
Yeah, OK. 

592
00:28:09,120 --> 00:28:11,440
And there's a chance that Logan 
even we're gonna. 

593
00:28:11,440 --> 00:28:13,160
Manifest that on this we're. 
Gonna go back to that. 

594
00:28:13,160 --> 00:28:14,280
We're gonna. 
Yeah, we're gonna. 

595
00:28:14,760 --> 00:28:18,320
He's gonna relocate to Brooklyn.
It's potentially in the worst. 

596
00:28:18,320 --> 00:28:20,040
We say that as he is currently 
on vacation. 

597
00:28:20,040 --> 00:28:22,880
Right now we'll not see this. 
He will. 

598
00:28:23,080 --> 00:28:26,080
He'll be like guys. 
So I want to talk about the art 

599
00:28:26,280 --> 00:28:28,680
for a minute. 
I'm I'm trying to remember some 

600
00:28:28,680 --> 00:28:31,960
of the descriptions. 
The keyword that I saw in your 

601
00:28:31,960 --> 00:28:36,000
social media to describe the art
for Whisker Wars was whimsy or 

602
00:28:36,000 --> 00:28:39,040
whimsical. 
Here you hear that a lot, so I 

603
00:28:39,560 --> 00:28:42,560
don't know if you've noticed. 
So my question is 2 parts, 

604
00:28:42,720 --> 00:28:44,440
right? 
One, it's specific about your 

605
00:28:44,440 --> 00:28:46,480
game. 
And then a larger question. 

606
00:28:46,600 --> 00:28:52,120
There has been a trend, there's 
so many games where the theme in

607
00:28:52,120 --> 00:28:54,880
the artwork is very could be 
defined as whimsical. 

608
00:28:55,120 --> 00:28:56,960
We're seeing a whole lot of 
that. 

609
00:28:57,080 --> 00:29:00,560
So my first question to you or 
the first part is, what do you 

610
00:29:00,560 --> 00:29:02,320
think's going on? 
What do you think's motivating 

611
00:29:02,320 --> 00:29:04,720
that? 
And then secondly, why did you 

612
00:29:04,720 --> 00:29:09,040
choose a more whimsical art? 
Uvra, if you will, and Michael, 

613
00:29:09,240 --> 00:29:11,880
maybe he's ready. 
So. 

614
00:29:11,880 --> 00:29:12,440
That's it. 
Yeah. 

615
00:29:13,040 --> 00:29:15,280
That's your question. 
Great question. 

616
00:29:15,280 --> 00:29:18,920
So I think we we knew 
specifically when we were going 

617
00:29:18,920 --> 00:29:22,480
to market with Whisker words 
that we needed a digestible 

618
00:29:22,480 --> 00:29:25,160
theme and we did not make a 
brand new unique theme. 

619
00:29:25,160 --> 00:29:27,720
It is anthropomorphic warriors 
in the fantasy world. 

620
00:29:27,800 --> 00:29:29,800
It's been done hundreds of times
over. 

621
00:29:29,800 --> 00:29:32,680
We have no problem with that, 
but we love it and people love 

622
00:29:32,680 --> 00:29:35,320
it and it's just a great medium.
It's digestible, It's cute. 

623
00:29:35,480 --> 00:29:38,360
And then it's not just cute. 
Sometimes it's, you know, super 

624
00:29:38,560 --> 00:29:40,400
cool. 
Like we've made some really cool

625
00:29:40,400 --> 00:29:42,840
characters in there that are not
cute and they're super. 

626
00:29:42,840 --> 00:29:45,280
I can I curse on here. 
It's bad ASS. 

627
00:29:45,480 --> 00:29:48,520
So guys better do it. 
Yeah, you're very welcome. 

628
00:29:49,200 --> 00:29:53,520
The so I love the sort of 
duality of what we've created in

629
00:29:53,520 --> 00:29:56,040
the world of it being both super
cool and cute. 

630
00:29:56,360 --> 00:29:59,240
But to answer your question, I 
think there is like generally 

631
00:29:59,240 --> 00:30:03,000
across the industry making 
something look more digestible 

632
00:30:03,120 --> 00:30:06,720
is makes it an easier to market 
product period. 

633
00:30:06,720 --> 00:30:10,200
Like if it just looks cuter and 
simpler then someone is more 

634
00:30:10,200 --> 00:30:13,600
likely to purchase it without 
even knowing what the contents 

635
00:30:13,600 --> 00:30:16,240
of the game are or the skill 
level or how long the play time 

636
00:30:16,240 --> 00:30:19,200
is. 
If you have a, you know, super 

637
00:30:19,200 --> 00:30:22,680
heavy box that's full with 
sci-fi themes and it's in space,

638
00:30:22,680 --> 00:30:25,280
you're seeing this massive board
on it, people are going to be 

639
00:30:25,280 --> 00:30:27,160
into that. 
I am into games like that. 

640
00:30:27,160 --> 00:30:29,760
Sean is into games like that. 
But your average everyday 

641
00:30:29,760 --> 00:30:32,520
consumer might look at that and 
think, oh, that's too heavy. 

642
00:30:32,640 --> 00:30:35,320
Oh, that's a little scary. 
That's a daunting theme. 

643
00:30:35,520 --> 00:30:38,680
I'm going to pick up this thing 
that's got a cat in a catapult 

644
00:30:38,760 --> 00:30:41,480
on the box and I'm like, cool, 
yeah. 

645
00:30:41,600 --> 00:30:44,560
Yeah, That, I think is Mike, 
touches on a really important 

646
00:30:44,560 --> 00:30:47,000
thing, which is like, if I'm 
looking for a new game, I would 

647
00:30:47,000 --> 00:30:50,560
like to have a first impression 
of the game that matches the 

648
00:30:50,560 --> 00:30:52,960
game after I've bought it. 
Sure. 

649
00:30:54,200 --> 00:30:57,000
I'm not going to new names, but 
there are games that that kind 

650
00:30:57,000 --> 00:30:59,680
of trick you where it looks 
approachable in light and you 

651
00:30:59,680 --> 00:31:02,920
open the game and it's an 
asymmetrical doom battler and 

652
00:31:02,920 --> 00:31:06,760
you're like, what is I have to 
reread these directions tenfold.

653
00:31:06,760 --> 00:31:10,640
Like, so we wanted to make sure 
that like if we're, if our game 

654
00:31:10,640 --> 00:31:13,880
is intending to bring in new 
players, then we want to make 

655
00:31:13,880 --> 00:31:17,120
sure that art catches new 
players eyes and and tells them,

656
00:31:17,120 --> 00:31:20,720
Hey, I'm accessible to you. 
I'm I'm a safe place for you new

657
00:31:20,720 --> 00:31:22,600
player to come in and play this 
game. 

658
00:31:22,600 --> 00:31:25,240
So that was a lot of our 
motivating. 

659
00:31:25,320 --> 00:31:28,520
But and then and then also like 
there's a history of like animal

660
00:31:28,560 --> 00:31:31,920
anthropomorphic stories, 
absolutely inaccessibility to 

661
00:31:31,920 --> 00:31:33,680
kids. 
You talk about Zootopia, you go 

662
00:31:33,680 --> 00:31:35,400
all the way back to Disney's 
Robin Hood. 

663
00:31:35,400 --> 00:31:39,280
Like these are stories where 
anthropomorphic characters are 

664
00:31:39,280 --> 00:31:42,080
intended for kids. 
So it already leans that way it.

665
00:31:42,080 --> 00:31:45,120
Would be remiss of us not to 
mention Redwall, as well as a 

666
00:31:45,160 --> 00:31:47,440
big thematic sort of inspiration
for us as a game. 

667
00:31:47,520 --> 00:31:50,040
We grew up with Red Wall, a lot 
of people grew up with Red Wall.

668
00:31:50,120 --> 00:31:54,280
We wanted to give that sort of 
Red Wall inspired battling 

669
00:31:54,280 --> 00:31:57,840
sensation into a cute sort of 
little box. 

670
00:31:57,840 --> 00:32:00,000
So that was sort of one of our 
many goals. 

671
00:32:00,160 --> 00:32:02,960
With Whisker worst, so that 
means that your target audience 

672
00:32:02,960 --> 00:32:07,240
is Jack and Jill off the street 
and entering this community and 

673
00:32:07,240 --> 00:32:10,000
this industry we. 
Yeah, there's like, so it's 

674
00:32:10,000 --> 00:32:12,560
like, that's like a that's 
interesting because that's two, 

675
00:32:12,560 --> 00:32:16,320
there's two sides to that coin. 
Our target it yes. 

676
00:32:16,320 --> 00:32:20,120
The answer, short answer, yes. 
We want it to be available to to

677
00:32:20,120 --> 00:32:23,920
new players, players that aren't
hardcore gamers, players that 

678
00:32:24,120 --> 00:32:28,480
that MTG is too much for them. 
It also is supposed to be a nice

679
00:32:28,480 --> 00:32:33,040
point for their friends to be 
like, hey, oh, maybe MTG is too 

680
00:32:33,040 --> 00:32:34,480
complicated. 
Want to try this? 

681
00:32:34,680 --> 00:32:38,320
And then you can drag people 
into the mire of games. 

682
00:32:38,880 --> 00:32:40,720
Yeah. 
And and then all of a sudden 

683
00:32:40,720 --> 00:32:43,000
they're like, oh, I understand 
these mechanics. 

684
00:32:43,000 --> 00:32:44,800
What's that MTG about? 
Right. 

685
00:32:45,200 --> 00:32:50,000
Draw your friends in. 
It's supposed to be accessible 

686
00:32:50,000 --> 00:32:55,240
to new players and have enough 
depth and fun and mechanics to 

687
00:32:55,560 --> 00:32:57,520
scratch the itch of veteran 
players. 

688
00:32:57,560 --> 00:33:00,720
I've heard some talk, both of 
you, both of you have mentioned 

689
00:33:00,720 --> 00:33:03,080
a lot of a lot about kids, 
right? 

690
00:33:03,280 --> 00:33:08,640
So is part of your target 
audience a family oriented and a

691
00:33:08,720 --> 00:33:11,440
children's accessible? 
I'm making this game that way. 

692
00:33:11,680 --> 00:33:15,640
So I think we took a lot of 
effort in the creative process 

693
00:33:15,640 --> 00:33:18,880
of the game to make it 
approachable to, I'm not gonna 

694
00:33:18,960 --> 00:33:20,240
say all Angel agents, cuz I 
don't. 

695
00:33:20,240 --> 00:33:22,000
Think a three or. 4 year old's 
gonna be able to pick up this 

696
00:33:22,000 --> 00:33:24,720
game, right? 
But like 8 and up, 100%. 

697
00:33:24,760 --> 00:33:27,440
Like thematically wise, 
mechanics wise, we tried to keep

698
00:33:27,440 --> 00:33:30,200
it as simple and digestible as 
possible so that you can play 

699
00:33:30,200 --> 00:33:32,360
with your family. 
I mean, let's all be real, we're

700
00:33:32,360 --> 00:33:34,640
all at conventions. 
We see 9 year olds whipping out 

701
00:33:34,640 --> 00:33:37,920
their commander deck, an 
absolutely trucking 39 year old 

702
00:33:38,000 --> 00:33:41,080
players at the game table. 
So that level of intellect is 

703
00:33:41,080 --> 00:33:43,600
already skyrocketing in that 
younger generation, which is 

704
00:33:43,600 --> 00:33:45,920
super scary and awesome and 
awesome at the same time. 

705
00:33:46,320 --> 00:33:49,920
But we wanted to make sure we 
created a game that was 

706
00:33:49,920 --> 00:33:52,440
accessible to everyone. 
We didn't want it to feel like 

707
00:33:52,680 --> 00:33:54,960
there was just a specific niche 
this was going towards. 

708
00:33:55,040 --> 00:33:57,840
Don't get me wrong, we know our 
super fan for the most part. 

709
00:33:57,840 --> 00:33:59,840
Like they talk a lot about a 
super fan when you're building a

710
00:33:59,840 --> 00:34:02,000
game for the first time. 
It's like if you were to choose 

711
00:34:02,000 --> 00:34:05,920
one sort of pocket, one sort of 
slice of gamer that you would 

712
00:34:05,920 --> 00:34:09,400
market this to, who would it be?
So ours is typically the card 

713
00:34:09,400 --> 00:34:12,920
battler MTG sort of player. 
So that's our super fan. 

714
00:34:12,920 --> 00:34:15,639
And if you play at MTG before 
and you pick up the scores, 

715
00:34:15,719 --> 00:34:18,120
you're going to enjoy it because
it's made by a bunch of MTG 

716
00:34:18,120 --> 00:34:20,920
nerds that wanted a more 
digestible medium. 

717
00:34:21,199 --> 00:34:22,880
To answer your question, yeah, 
why not? 

718
00:34:22,880 --> 00:34:25,239
Why can't it be a family game? 
You know, we kept it light. 

719
00:34:25,239 --> 00:34:29,239
We don't use things like attack.
We don't use like, health or 

720
00:34:29,239 --> 00:34:31,920
like life or like killing 
players in the game. 

721
00:34:31,920 --> 00:34:34,120
Like, we use all digestible 
language. 

722
00:34:34,120 --> 00:34:36,600
Like morale, for instance, is 
our health. 

723
00:34:36,760 --> 00:34:39,000
So we use it more from a 
standpoint of like, your 

724
00:34:39,000 --> 00:34:41,840
warriors will only follow you if
you have morale. 

725
00:34:41,920 --> 00:34:44,080
Your morale hit zero, they all 
run away. 

726
00:34:44,360 --> 00:34:46,679
So we tried to keep the 
thematics very, again, 

727
00:34:46,840 --> 00:34:51,199
intertwined into the mechanics 
of the game, and I think we did 

728
00:34:51,199 --> 00:34:53,520
a pretty good job with it. 
Yeah, we took, we did, we 

729
00:34:53,520 --> 00:34:56,000
actually did intentionally do 
that because we there were. 

730
00:34:56,600 --> 00:34:58,120
I love Vittoria. 
She's awesome. 

731
00:34:58,120 --> 00:35:00,000
She's she's awesome. 
To our artist. 

732
00:35:00,040 --> 00:35:03,760
Yeah, our artist Vittoria, and 
she kept putting in like really 

733
00:35:03,760 --> 00:35:06,080
gruesome stuff. 
And we're like, dude, please 

734
00:35:06,480 --> 00:35:08,720
pull back on that. 
It's awesome. 

735
00:35:08,720 --> 00:35:11,400
But like, we're also trying to 
not scare away. 

736
00:35:11,560 --> 00:35:15,400
And, you know, maybe like, you 
know, you want like I, I, my mom

737
00:35:15,400 --> 00:35:17,640
doesn't play a lot of board 
games, like magic is way over 

738
00:35:17,640 --> 00:35:19,600
her head. 
But like I could see a World War

739
00:35:19,600 --> 00:35:22,240
like she would play this. 
So like it's all to say like 

740
00:35:22,240 --> 00:35:25,320
it's supposed to bring people 
together and there are some 

741
00:35:25,320 --> 00:35:28,440
themes that are too much for 
some people, so or too harsh or 

742
00:35:28,440 --> 00:35:31,320
too one way or the other. 
But if you can find them, if you

743
00:35:31,360 --> 00:35:33,800
can find a common ground and you
have a table to sit at together 

744
00:35:33,800 --> 00:35:36,720
and it's it's it fulfills one of
the pillars of glass house, 

745
00:35:36,720 --> 00:35:39,760
which is make games that 
genuinely bring people together.

746
00:35:40,040 --> 00:35:42,200
Right, So right. 
I love that that. 

747
00:35:42,200 --> 00:35:46,240
Mission, I totally support what 
what was it like on a personal 

748
00:35:46,240 --> 00:35:49,120
level that you've talked about? 
You got a lot of support from 

749
00:35:49,120 --> 00:35:52,840
the designer community and 
everything, but what about what 

750
00:35:52,840 --> 00:35:56,720
about like any emotional 
content, emotional obstacles you

751
00:35:56,720 --> 00:35:59,560
had to overcome either 
internally or maybe you've got 

752
00:35:59,560 --> 00:36:01,240
some resistance from a few 
personalities? 

753
00:36:01,280 --> 00:36:03,400
Because the thing that's 
interesting about this community

754
00:36:03,400 --> 00:36:05,160
is that we're not all the same, 
right, right. 

755
00:36:05,160 --> 00:36:07,840
You know, so there's some good 
personalities, there's some 

756
00:36:07,840 --> 00:36:09,520
neutral, and then there's, you 
know. 

757
00:36:09,600 --> 00:36:11,280
There's chaotic evil, yeah. 
Yeah. 

758
00:36:11,320 --> 00:36:14,920
Anything, anything that stood 
out for you that that's that was

759
00:36:14,920 --> 00:36:17,680
a refining moment. 
And how did you get past it? 

760
00:36:17,680 --> 00:36:20,200
Or something like that? 
Yeah, that's a good question. 

761
00:36:20,880 --> 00:36:22,880
Great question. 
We like to say a lot like we've 

762
00:36:22,880 --> 00:36:25,240
had a lot of feed, like great 
feedback and positive 

763
00:36:25,240 --> 00:36:26,760
affirmations in our sort of 
journey. 

764
00:36:26,960 --> 00:36:31,120
It has not all been positive. 
It is not all been great. 

765
00:36:31,440 --> 00:36:34,120
Be hunky Dory. 
There has been a handful 

766
00:36:34,120 --> 00:36:36,840
handfuls of people. 
It hasn't been a large, you 

767
00:36:36,840 --> 00:36:39,320
know, majority, but handfuls of 
people won't say names or 

768
00:36:39,320 --> 00:36:41,560
anything that we've met with. 
And we've showcased the game 

769
00:36:41,560 --> 00:36:44,000
too. 
And we play tested with a cross 

770
00:36:44,160 --> 00:36:47,160
play testing event, play testing
events, conventions, personal 

771
00:36:47,160 --> 00:36:50,720
one on ones on lines, whatever. 
Some people do not like the game

772
00:36:51,600 --> 00:36:55,080
and right, some people are very 
vocal about it and that's fine. 

773
00:36:55,280 --> 00:36:58,560
Like I, I think ultimately we 
are trying to make a game that's

774
00:36:58,560 --> 00:37:02,440
approachable to all, but that is
just unrealistic because of what

775
00:37:02,440 --> 00:37:04,600
you just said. 
Everyone is different, first and

776
00:37:04,600 --> 00:37:08,360
foremost, gamers are also very 
different amongst each other and

777
00:37:08,360 --> 00:37:10,720
their play styles and what 
they're looking for in a game or

778
00:37:10,720 --> 00:37:13,680
how they want to approach an 
objective of a game. 

779
00:37:13,680 --> 00:37:16,560
And it's it's like that's the 
the beauty of games is that what

780
00:37:16,560 --> 00:37:19,120
there's a million and one games 
on the market for you to choose 

781
00:37:19,120 --> 00:37:20,960
from. 
This might not be yours and 

782
00:37:20,960 --> 00:37:22,840
that's totally fine. 
But that definitely persevere 

783
00:37:22,840 --> 00:37:27,000
like pushes us to make the game 
as better and great as possible.

784
00:37:27,000 --> 00:37:30,240
So we like to flip any challenge
into a thing that we can use to 

785
00:37:30,240 --> 00:37:32,200
motivate. 
Us yeah, I think that's a really

786
00:37:32,200 --> 00:37:34,240
good point, Mike. 
Like like that's the beauty of 

787
00:37:34,240 --> 00:37:37,960
the industry is like even if you
are one of the most competitive 

788
00:37:37,960 --> 00:37:40,640
aggressive dudes on the table, 
there's still a game for you out

789
00:37:40,640 --> 00:37:42,520
there. 
Like there's still a, there's 

790
00:37:42,520 --> 00:37:45,040
still a table that playing your 
favorite game. 

791
00:37:45,160 --> 00:37:48,040
There's a there's a mono blue 
commander deck waiting for you 

792
00:37:48,040 --> 00:37:50,000
somewhere. 
Even if you're not my friend. 

793
00:37:50,320 --> 00:37:50,960
Yeah, exactly. 
Jesus. 

794
00:37:53,680 --> 00:37:56,400
So my boy was like, even if I'm 
not going to be your friend, you

795
00:37:56,400 --> 00:37:58,520
will find friends here because 
there'll be people that will 

796
00:37:58,520 --> 00:38:00,640
want to play the games you want 
to play and play it your style. 

797
00:38:00,640 --> 00:38:03,640
Like everyone has a place. 
And that is what I think is the 

798
00:38:03,640 --> 00:38:06,760
beauty of the industry is 1 
everyone for the most part, like

799
00:38:06,760 --> 00:38:09,520
99.9% of people have been open 
arms, welcoming. 

800
00:38:09,680 --> 00:38:12,040
Yeah. 
And, and, and, and that goes 

801
00:38:12,040 --> 00:38:13,960
across the board, whether it's 
who you are, where you're from, 

802
00:38:13,960 --> 00:38:16,480
your orientation, whatever, how 
you like a dress, it doesn't 

803
00:38:16,480 --> 00:38:17,880
matter. 
You have a community that 

804
00:38:17,880 --> 00:38:19,920
welcomes you. 
You have space to play and a 

805
00:38:19,920 --> 00:38:22,280
space to be who you are and 
space to be honest. 

806
00:38:22,680 --> 00:38:25,680
And I think it's an it's, it's 
refreshing. 

807
00:38:25,960 --> 00:38:29,400
I think that was my emotional 
bit about it was like, wow, what

808
00:38:29,400 --> 00:38:33,200
a what an arena where you can 
find such a diverse crowd and 

809
00:38:33,200 --> 00:38:35,400
they all want to be here. 
They all have. 

810
00:38:35,480 --> 00:38:38,520
And they and like the like the 
conventions that I've been to, 

811
00:38:38,520 --> 00:38:41,120
the judgement's been at an all 
time low across the board. 

812
00:38:41,160 --> 00:38:43,800
People are usually very like, 
oh, everyone's here to play 

813
00:38:43,800 --> 00:38:45,520
games. 
I would love to piggyback off 

814
00:38:45,520 --> 00:38:48,520
that for one last point on this.
Yes, there's a lot of challenges

815
00:38:48,600 --> 00:38:50,960
and there have been times where 
people have not had the most 

816
00:38:50,960 --> 00:38:53,400
nice things to say. 
I will say from an emotional 

817
00:38:53,400 --> 00:38:57,240
standpoint though, as hoping to 
bring our first to market brand 

818
00:38:57,240 --> 00:39:00,680
new indie publishing company 
kind words of affirmations 

819
00:39:00,800 --> 00:39:04,680
really go a long way. 
Yeah, like there are some days 

820
00:39:04,680 --> 00:39:07,440
where we are absolutely 
exhausted from just our regular 

821
00:39:07,440 --> 00:39:11,320
day jobs, and we're cranking 2 
to 4 hours of glass house work a

822
00:39:11,320 --> 00:39:17,000
night every other night. 
And just one kind comment from 

823
00:39:17,000 --> 00:39:19,240
someone. 
Yeah, just makes the whole week,

824
00:39:19,240 --> 00:39:20,960
the whole month worth it. 
And there's been a couple of 

825
00:39:20,960 --> 00:39:24,400
those pockets where we can feel 
our emotional morale dipping a 

826
00:39:24,400 --> 00:39:26,320
little bit just because of the 
process. 

827
00:39:26,320 --> 00:39:27,960
And it's exhausting. 
It's a lot of work. 

828
00:39:28,200 --> 00:39:30,560
And then one or two nice things 
will come through and we'll just

829
00:39:30,560 --> 00:39:32,960
skyrocket up the next day. 
And again, thankfully, we have 

830
00:39:33,000 --> 00:39:34,920
three of us. 
Whenever one of us is down, one 

831
00:39:34,920 --> 00:39:36,760
of us is up. 
So it's a great sort of 

832
00:39:36,760 --> 00:39:38,760
balancing to have a trio working
together. 

833
00:39:39,000 --> 00:39:42,320
But those kind words of 
affirmation, Yeah, be nice to 

834
00:39:42,320 --> 00:39:43,800
gamers, is what I'm trying to 
say. 

835
00:39:44,600 --> 00:39:47,160
Even if you don't, even if you 
don't like the game, yeah, 

836
00:39:47,360 --> 00:39:49,440
there's something about it 
that's great, I'm sure. 

837
00:39:50,000 --> 00:39:54,040
Yeah, you, you are definitely, 
you guys are definitely blessed 

838
00:39:54,040 --> 00:39:57,200
that there's three of you. 
Just just in the podcast world, 

839
00:39:57,200 --> 00:40:00,440
the amount of work that goes on 
behind the scenes to create this

840
00:40:00,440 --> 00:40:03,760
product that you consume at no 
cost to you. 

841
00:40:03,920 --> 00:40:06,160
There's a financial burden, 
There's a burden of time. 

842
00:40:06,160 --> 00:40:08,440
There's so much work. 
Yeah, I feel you. 

843
00:40:08,440 --> 00:40:11,760
I don't put in as quite as many 
hours, but it's moments of 

844
00:40:11,760 --> 00:40:15,360
intent. 
Dedicated time and emotion and I

845
00:40:15,360 --> 00:40:19,600
think the worst thing for me is 
just crickets, right I get no 

846
00:40:19,600 --> 00:40:23,560
feedback and so I'm like well, I
guess I'm yeah OK right so you 

847
00:40:23,560 --> 00:40:25,120
know I get a little aggressive 
with. 

848
00:40:25,400 --> 00:40:27,240
Tell me how you what do you 
think about the podcast? 

849
00:40:27,440 --> 00:40:30,480
I feel that. 
So here's a question and I had 

850
00:40:30,480 --> 00:40:32,880
this one to ask you. 
I was going to ask you this from

851
00:40:32,880 --> 00:40:34,360
the beginning. 
I always plan to ask this 

852
00:40:34,360 --> 00:40:36,840
question. 
Lately, the concept of 

853
00:40:36,840 --> 00:40:39,600
vulnerability has come up on the
podcast. 

854
00:40:39,600 --> 00:40:43,200
So my question to you is, 
because I think about this a a 

855
00:40:43,200 --> 00:40:48,800
lot for me, how did you prepare 
yourself or was it easy for you 

856
00:40:49,080 --> 00:40:54,240
to be vulnerable and open to 
criticism, whether constructive 

857
00:40:54,360 --> 00:40:58,480
or negative during play testing 
and the entire process of 

858
00:40:58,480 --> 00:41:00,440
development? 
I would love to start. 

859
00:41:00,480 --> 00:41:01,880
I keep feel like I keep taking 
these shots. 

860
00:41:01,880 --> 00:41:06,280
Here, don't. 
You can do it, you know. 

861
00:41:06,760 --> 00:41:08,960
Vulnerability. 
This is a great question and 

862
00:41:08,960 --> 00:41:10,720
almost a great segue off of the 
last question. 

863
00:41:10,880 --> 00:41:16,320
Vulnerability is such a good and
necessary portion to creation, 

864
00:41:16,320 --> 00:41:18,720
period, regardless of what 
you're trying to create. 

865
00:41:18,720 --> 00:41:21,520
We're trying to create a game, a
story, whatever have you. 

866
00:41:21,800 --> 00:41:25,160
Vulnerability is so important 
because there's so many 

867
00:41:25,160 --> 00:41:26,520
different avenues I can take off
this. 

868
00:41:26,520 --> 00:41:29,120
One example is we have a friend 
of mine who's designing a game 

869
00:41:29,120 --> 00:41:32,280
and he's been working on it for 
five years, and he's only showed

870
00:41:32,280 --> 00:41:34,200
his friends and his close 
family. 

871
00:41:34,400 --> 00:41:35,640
And I'm like, dude, this game is
great. 

872
00:41:36,080 --> 00:41:38,760
Get this game out there, go to a
local game store, play with 

873
00:41:38,760 --> 00:41:40,240
random people. 
People want to play these new 

874
00:41:40,240 --> 00:41:41,960
games. 
And he's just too scared. 

875
00:41:42,080 --> 00:41:43,280
And he just, he's not at that 
moment. 

876
00:41:43,280 --> 00:41:45,120
Yeah, where he wants to do that.
And that's hard. 

877
00:41:45,120 --> 00:41:48,120
It's hard to take something 
you've worked on for years to 

878
00:41:48,120 --> 00:41:51,200
bring to someone who you know 
nothing about and then have them

879
00:41:51,200 --> 00:41:52,960
potentially tear your game to 
shreds. 

880
00:41:52,960 --> 00:41:55,360
Not everyone has that etiquette,
that play testing etiquette that

881
00:41:55,360 --> 00:41:58,120
we've grown to learn over the 
past two years of like how you 

882
00:41:58,120 --> 00:42:00,840
really approach unpub play 
testing and how do you sort of 

883
00:42:00,880 --> 00:42:03,680
give critique back that doesn't 
feel overwhelmingly negative. 

884
00:42:03,760 --> 00:42:06,880
So there's that's one avenue of 
that vulnerability. 

885
00:42:06,880 --> 00:42:10,560
The most important thing that I 
think for me when I joined, and 

886
00:42:10,600 --> 00:42:14,080
I'll say when I joined the 
community as an entrepreneur 

887
00:42:14,080 --> 00:42:16,960
trying to make a game for the 
first time two years ago, that 

888
00:42:16,960 --> 00:42:21,520
first hacks unplug we went to is
I think it was 2023 as a trio 

889
00:42:21,680 --> 00:42:26,560
was so like eye opening to how 
open the community is. 

890
00:42:26,560 --> 00:42:29,680
Like we I come from film and TV.
I've been working on my career 

891
00:42:29,680 --> 00:42:31,280
as film and TV for the past 
seven years. 

892
00:42:31,480 --> 00:42:33,440
Not everyone's super nice in 
this industry. 

893
00:42:33,440 --> 00:42:35,760
It's a very cut throat industry.
Everyone's trying to get a leg 

894
00:42:35,760 --> 00:42:39,040
up on each other, so there's a 
lot of metaphorical buses coming

895
00:42:39,040 --> 00:42:40,520
around every single corner. 
Yeah. 

896
00:42:41,640 --> 00:42:45,320
In tabletop everyone is so nice 
and so open. 

897
00:42:45,320 --> 00:42:48,800
You can ask anyone a question 
and assuming they have the time 

898
00:42:48,800 --> 00:42:51,040
and they have a moment and 
they're not super busy cuz 

899
00:42:51,040 --> 00:42:54,440
everyone's very busy at 
conventions, they will tell you,

900
00:42:54,440 --> 00:42:58,160
they will hand you the keys to 
success and they will not, they 

901
00:42:58,160 --> 00:43:01,840
will not withhold any sort of 
key sort of information or 

902
00:43:01,840 --> 00:43:02,880
anything like that. 
They will just give you 

903
00:43:02,880 --> 00:43:05,640
everything that they've learned 
over their experience and as 

904
00:43:05,640 --> 00:43:07,800
much of a medium that you can 
consume. 

905
00:43:07,800 --> 00:43:10,240
And I've never worked in an 
industry where people are that 

906
00:43:10,240 --> 00:43:14,800
open about how to succeed. 
And we actively strive all of 

907
00:43:14,800 --> 00:43:17,840
the time to put that same energy
back out into the community. 

908
00:43:17,840 --> 00:43:20,840
We, we actively like tell anyone
you have any questions, you want

909
00:43:20,840 --> 00:43:23,680
to spit ball an idea and like 
get some ideas. 

910
00:43:24,040 --> 00:43:27,040
We're brand new, but like we'd 
be happy to have an e-mail 

911
00:43:27,040 --> 00:43:29,360
conversation or a phone call or 
anything with you guys. 

912
00:43:29,360 --> 00:43:32,480
Like anything we can do to give 
back, for those that gave to us,

913
00:43:32,480 --> 00:43:35,160
to get us to where we are now is
so crucial to the industry. 

914
00:43:35,240 --> 00:43:37,760
I think it's an industry to 
exactly Mike's point, that this 

915
00:43:37,760 --> 00:43:40,120
is an industry that genuinely 
believes that a rising tide 

916
00:43:40,120 --> 00:43:43,080
raises all ships. 
So like the more help you can 

917
00:43:43,080 --> 00:43:46,680
put into the industry, that kind
of goodwill is going to come 

918
00:43:46,680 --> 00:43:48,760
right back around. 
And I believe that too. 

919
00:43:48,760 --> 00:43:50,200
But it's. 
We all want to play games. 

920
00:43:50,200 --> 00:43:52,080
Everyone wants to play games. 
We all want to play games. 

921
00:43:52,360 --> 00:43:54,640
I really like what you said, 
Mike, about vulnerability, cuz 

922
00:43:54,640 --> 00:43:56,720
at the end of the day, if you're
creating something, you are 

923
00:43:56,720 --> 00:43:58,720
exposing yourself and you're 
taking a risk. 

924
00:43:58,720 --> 00:44:02,920
And so I'm just really hard. 
I come from the, I'm a big 

925
00:44:02,920 --> 00:44:04,760
screenwriter. 
I love writing movies and TV and

926
00:44:04,760 --> 00:44:06,080
stuff and it's one of my 
passions. 

927
00:44:06,080 --> 00:44:08,560
And no, you haven't seen 
anything I wrote because we're 

928
00:44:08,560 --> 00:44:12,600
not there yet, but maybe one 
day. 

929
00:44:12,680 --> 00:44:15,000
My point is, is like, to use 
that as an example. 

930
00:44:15,000 --> 00:44:17,520
Like it's hard to show someone a
script and say, hey, take a look

931
00:44:17,520 --> 00:44:19,880
at this as you're a lot of 
people will get like paralysis. 

932
00:44:19,880 --> 00:44:21,960
And like, Mike made an example 
of it and be like, oh, I'm 

933
00:44:21,960 --> 00:44:24,120
afraid of being judged. 
If I never complete something or

934
00:44:24,120 --> 00:44:26,360
if I never put it out there, I 
don't run the risk of being 

935
00:44:26,360 --> 00:44:28,520
judged. 
And that's a very scary place is

936
00:44:28,520 --> 00:44:31,200
to be vulnerable. 
Yeah. 

937
00:44:31,440 --> 00:44:34,560
I think it's that it's very 
important to know, to find out 

938
00:44:34,560 --> 00:44:38,840
more about yourself by the way 
you open yourself to others in 

939
00:44:38,840 --> 00:44:40,920
the industry. 
And like you can never control 

940
00:44:41,080 --> 00:44:43,280
someone else's reactions or 
actions. 

941
00:44:43,440 --> 00:44:46,240
You can only ever control the 
way you receive them, the way 

942
00:44:46,240 --> 00:44:49,160
you respond. 
So and that's a big life lesson 

943
00:44:49,160 --> 00:44:50,600
that took me a lot of therapy to
learn. 

944
00:44:52,520 --> 00:44:56,040
But to bring it back into game 
design, we've, and this is also 

945
00:44:56,040 --> 00:44:58,320
something I learned in screen 
writing, which is what is the 

946
00:44:58,320 --> 00:45:00,960
note behind the note is the 
quote. 

947
00:45:01,080 --> 00:45:02,400
So what's the note behind the 
note? 

948
00:45:02,400 --> 00:45:04,760
So if someone comes to you and 
they go, this game sucked. 

949
00:45:04,760 --> 00:45:07,560
I didn't draw enough cards. 
I didn't have any options for us

950
00:45:07,560 --> 00:45:10,200
to learn to say, instead of 
going, this person hated our 

951
00:45:10,200 --> 00:45:13,200
game. 
Like whatever, they can go kick 

952
00:45:13,200 --> 00:45:14,680
rocks. 
It's more like, okay, wait, hold

953
00:45:14,680 --> 00:45:17,320
on, stop. 
How does every note, how can we 

954
00:45:17,320 --> 00:45:18,600
use every note to make our game 
better? 

955
00:45:18,600 --> 00:45:21,880
What did I hear? 
I heard a lot, but the big note 

956
00:45:21,880 --> 00:45:24,480
was I didn't draw enough cards. 
Maybe we need to add more card 

957
00:45:24,480 --> 00:45:26,200
draw. 
That's the note behind the note,

958
00:45:26,240 --> 00:45:28,840
which is frustrated. 
They were frustrated because 

959
00:45:28,880 --> 00:45:31,720
they didn't have enough options.
So how do we bring this in? 

960
00:45:31,720 --> 00:45:35,280
Like that's a good note. 
That's a great it was, yeah. 

961
00:45:35,520 --> 00:45:38,280
Even if they're not articulating
it kindly. 

962
00:45:39,000 --> 00:45:41,680
Right. 
It's a big note, and for us, a 

963
00:45:41,680 --> 00:45:43,360
lesson, a big lesson was very. 
Good. 

964
00:45:43,360 --> 00:45:44,080
All right. 
Yes. 

965
00:45:45,120 --> 00:45:46,240
I don't like the way they said 
it. 

966
00:45:46,920 --> 00:45:48,880
Their note was really good. 
We need to fix some things. 

967
00:45:49,040 --> 00:45:50,560
We. 
Give each other about 10 minutes

968
00:45:50,560 --> 00:45:53,440
of vent time where we vent out 
how we feel about something and 

969
00:45:53,440 --> 00:45:55,720
then we're like never again. 
And we let it go behind us, and 

970
00:45:55,720 --> 00:45:58,080
we take the note behind the 
note, and then we continue on. 

971
00:45:58,640 --> 00:46:02,160
Logan's great at that, at like 
calming move down being like, 

972
00:46:02,280 --> 00:46:05,040
all right, got that out. 
What was the name? 

973
00:46:05,040 --> 00:46:06,400
And I'm like, we need more clear
drop. 

974
00:46:07,320 --> 00:46:09,880
So yeah, but it is. 
It's scary to be vulnerable. 

975
00:46:10,200 --> 00:46:14,200
Yeah, it's it's very scary. 
So, interestingly enough, I love

976
00:46:14,200 --> 00:46:16,000
how y'all y'all set this up for 
me. 

977
00:46:16,200 --> 00:46:20,280
So the the Roman orator and 
philosopher Seneca, he said that

978
00:46:20,280 --> 00:46:25,880
we are more often frightened 
than hurt, and we suffer more in

979
00:46:26,040 --> 00:46:29,680
imagination than in reality. 
What did TJ just say? 

980
00:46:29,680 --> 00:46:32,800
What does that mean? 
It means that we imagine 

981
00:46:32,800 --> 00:46:36,640
perceived hurt because of our 
fear, and then rather than in 

982
00:46:36,640 --> 00:46:40,040
reality, you're not hurt at all,
but you feel like you're hurt. 

983
00:46:40,200 --> 00:46:42,560
I suffer from this constantly, 
right? 

984
00:46:42,560 --> 00:46:44,280
So do. 
I, I mean, and what's 

985
00:46:44,280 --> 00:46:47,680
interesting is this also ties 
into some of the motivation 

986
00:46:47,880 --> 00:46:52,200
behind FDR when he was 
inaugurated in 1933 as U.S. 

987
00:46:52,200 --> 00:46:54,000
President. 
He's like, the only thing we 

988
00:46:54,000 --> 00:46:58,000
have to fear is fear itself. 
Nameless, unreasoning that 

989
00:46:58,000 --> 00:47:03,000
paralyzes efforts to take 
advance from in to retreat. 

990
00:47:03,040 --> 00:47:05,880
And it's like I butchered the 
end of that quote because I'm 

991
00:47:05,880 --> 00:47:06,800
always excited. 
I like. 

992
00:47:06,840 --> 00:47:09,720
That one, I'm locked in. 
I liked it, yeah. 

993
00:47:10,160 --> 00:47:13,640
So Sean, you're talking to a guy
with a masters in history, so 

994
00:47:13,640 --> 00:47:15,520
you can nerd out all day. 
You're great. 

995
00:47:16,280 --> 00:47:18,520
This is good. 
But I'm just thinking about that

996
00:47:18,520 --> 00:47:19,840
because that is the problem, 
right? 

997
00:47:20,040 --> 00:47:22,720
Everything begins. 
You've heard me say it. 

998
00:47:22,760 --> 00:47:27,000
It begins with me and then us, 
and then the bigger community. 

999
00:47:27,280 --> 00:47:30,040
And the first thing is you got 
to be willing to be vulnerable. 

1000
00:47:30,280 --> 00:47:31,680
And I don't know about the two 
of you. 

1001
00:47:31,840 --> 00:47:36,400
I'm not always willing. 
I sometimes fail in being 

1002
00:47:36,400 --> 00:47:38,880
vulnerable. 
I get I get scared sometimes 

1003
00:47:38,880 --> 00:47:40,400
too. 
You know when you put yourself 

1004
00:47:40,400 --> 00:47:44,000
out there with. 
You especially, like, especially

1005
00:47:44,000 --> 00:47:45,960
to strangers. 
Like, it's easier to, yeah, it's

1006
00:47:45,960 --> 00:47:47,320
hard to be vulnerable to your 
friends. 

1007
00:47:47,320 --> 00:47:48,800
It's hard to be vulnerable to 
your family. 

1008
00:47:49,400 --> 00:47:51,520
Some people find it easier to be
vulnerable to strangers because 

1009
00:47:51,520 --> 00:47:53,240
what are the stakes, right? 
Some actors are like, oh, it's 

1010
00:47:53,240 --> 00:47:55,640
just an audience of nobodies, so
I can be as vulnerable as I 

1011
00:47:55,640 --> 00:47:57,080
want. 
But then like, that goes both 

1012
00:47:57,080 --> 00:47:58,720
ways. 
It's like, I also don't know 

1013
00:47:58,720 --> 00:48:00,480
you. 
So there's a lot there. 

1014
00:48:00,640 --> 00:48:03,720
Yeah, definitely. 
I think we're we're very lucky. 

1015
00:48:03,720 --> 00:48:05,800
Again, we kind of harp on this a
lot where it's like we're a 

1016
00:48:05,800 --> 00:48:08,120
trio. 
So our first step is being 

1017
00:48:08,120 --> 00:48:10,320
vulnerable with the like the 
other two. 

1018
00:48:10,520 --> 00:48:15,240
And it's always welcome in open 
arms, even if it's another game 

1019
00:48:15,240 --> 00:48:18,680
that has a mech in it. 
And then it's like we will 

1020
00:48:18,680 --> 00:48:24,000
always just receive an idea, 
open hopefully, and strive to 

1021
00:48:24,000 --> 00:48:27,520
then just work on that idea and 
mold it into something all this 

1022
00:48:27,520 --> 00:48:29,480
can then work on. 
Well, Mike, you did. 

1023
00:48:29,800 --> 00:48:32,040
I want to bring something else. 
Something else up about this 

1024
00:48:32,040 --> 00:48:35,440
that is less so about game 
design, more about us where it's

1025
00:48:35,440 --> 00:48:38,280
like, we've also become really, 
really good friends through this

1026
00:48:38,280 --> 00:48:40,240
process. 
Sure, we were pretty good 

1027
00:48:40,240 --> 00:48:41,520
friends. 
Mike and I were pretty good 

1028
00:48:41,520 --> 00:48:43,440
friends. 
Mike introduced me to Logan, and

1029
00:48:43,440 --> 00:48:45,600
we've all become. 
My point is this, the ability to

1030
00:48:45,600 --> 00:48:49,160
be vulnerable with each other 
has started to morph into other 

1031
00:48:49,640 --> 00:48:53,160
places where the example I like 
and might not even remember 

1032
00:48:53,160 --> 00:48:55,720
this. 
I was kind of panicking about a 

1033
00:48:55,720 --> 00:48:59,160
promise I had made to my family 
and a promise I had made to 

1034
00:48:59,160 --> 00:49:01,840
Glass House to be in two places 
at once. 

1035
00:49:01,880 --> 00:49:05,360
And I messed up and I was 
stressed and I was like, I felt 

1036
00:49:05,360 --> 00:49:07,840
really horrible about having to 
call Mike and be like, hey, man,

1037
00:49:08,080 --> 00:49:11,760
I can't go to this thing that we
said we'd go to. 

1038
00:49:11,760 --> 00:49:15,080
And he goes, Mike, you said to 
me, you said, dude, I love glass

1039
00:49:15,080 --> 00:49:17,400
house and I love you guys. 
But family will always come 

1040
00:49:17,400 --> 00:49:19,200
first. 
And it is those relationships 

1041
00:49:19,200 --> 00:49:21,080
that like are the most important
to us. 

1042
00:49:21,080 --> 00:49:24,240
And it's those relationships 
that like make us good human 

1043
00:49:24,240 --> 00:49:27,200
beings that we can come into 
this world and then like sit 

1044
00:49:27,200 --> 00:49:29,800
across the table from a stranger
and treat them like family, 

1045
00:49:30,000 --> 00:49:33,320
right? 
So I was like, huh, So I've 

1046
00:49:33,320 --> 00:49:35,480
learned a lot from working with 
these guys. 

1047
00:49:35,480 --> 00:49:38,040
Just about one about business 
sense and two about games and 

1048
00:49:38,040 --> 00:49:41,440
three about but about being like
games. 

1049
00:49:41,440 --> 00:49:44,320
What I didn't expect to learn is
like how to be a better person. 

1050
00:49:44,360 --> 00:49:47,480
Yeah, through this process, 
which is really, really eye 

1051
00:49:47,480 --> 00:49:49,960
opening and leaning into a 
little bit more, like you said, 

1052
00:49:49,960 --> 00:49:50,880
vulnerability. 
So. 

1053
00:49:51,000 --> 00:49:54,880
I think that's the, I think that
gets lost sometimes, right? 

1054
00:49:55,120 --> 00:49:59,840
Like being a good gamer can help
you to be a good person and then

1055
00:49:59,840 --> 00:50:02,800
that helps you in dealing with 
other gamers in the community, 

1056
00:50:02,880 --> 00:50:06,880
community and nurturing the 
concept of community also, 

1057
00:50:07,080 --> 00:50:09,000
especially right now. 
We need that, right? 

1058
00:50:09,080 --> 00:50:12,600
We need good gamers. 
We need good people. 

1059
00:50:12,800 --> 00:50:14,040
People. 
Right. 

1060
00:50:14,840 --> 00:50:18,000
Yeah, to walk out in the world 
and and deal with all that. 

1061
00:50:18,080 --> 00:50:22,760
Speaking of the elephant in the 
room, what has it been like 

1062
00:50:23,680 --> 00:50:27,640
since the announcement of 
tariffs, the trade wars? 

1063
00:50:27,880 --> 00:50:29,840
So, and there's really two 
components to this. 

1064
00:50:29,840 --> 00:50:33,920
One is the uncertainty of what's
it going to be like a week from 

1065
00:50:33,920 --> 00:50:36,840
now when you launch, a year from
now when you're ready to ship, 

1066
00:50:36,920 --> 00:50:38,160
right? 
What is that going to look like?

1067
00:50:39,000 --> 00:50:44,400
And then there's the 145% tariff
on China and China's so pivotal 

1068
00:50:44,400 --> 00:50:46,560
to this industry. 
What has that? 

1069
00:50:46,720 --> 00:50:52,200
What is it like entering this 
industry as game designers in 

1070
00:50:52,200 --> 00:50:56,240
this trade war? 
What does that been like and how

1071
00:50:56,240 --> 00:50:59,600
are you navigating well? 
Yeah, it's it's nerve wracking, 

1072
00:50:59,680 --> 00:51:03,200
obviously, just the complete 
unknown of it all is is 

1073
00:51:03,200 --> 00:51:06,480
horrifying as a gamer and not a 
business person, not a company, 

1074
00:51:06,480 --> 00:51:09,160
as a gamer, I'm angry, I'm 
upset. 

1075
00:51:09,160 --> 00:51:12,080
It's an easy emotion to sort of 
have in this time because it's 

1076
00:51:12,080 --> 00:51:14,800
like what an industry to get hit
so hard. 

1077
00:51:14,960 --> 00:51:17,560
Like it's not like tabletop. 
Like, yes, there are some big 

1078
00:51:17,560 --> 00:51:20,720
name companies in the tabletop 
sphere, but tabletop is mostly 

1079
00:51:20,720 --> 00:51:24,520
comprised of smaller companies 
that bring out these awesome 

1080
00:51:24,520 --> 00:51:26,600
games and hit it off with their 
first product. 

1081
00:51:26,800 --> 00:51:31,040
So it's like what an industry to
absolutely like almost capsize 

1082
00:51:31,040 --> 00:51:32,360
in a way. 
And we're all seeing it with the

1083
00:51:32,360 --> 00:51:35,240
articles we've been reading, the
layoffs, the companies that are 

1084
00:51:35,240 --> 00:51:38,080
going under, the companies that 
are on indefinite holds for 

1085
00:51:38,080 --> 00:51:40,880
their next announced project. 
It's horrifying. 

1086
00:51:41,000 --> 00:51:42,800
Like how do? 
And then like, you know, we get,

1087
00:51:42,800 --> 00:51:45,440
like I said before, we have a 
lot of, you know, mentors and 

1088
00:51:45,440 --> 00:51:47,440
friends we've made in this 
industry over the past couple of

1089
00:51:47,440 --> 00:51:50,600
years who also, you know, air 
their own caution to us. 

1090
00:51:50,600 --> 00:51:53,920
Or it's like, Are you sure that 
you want to move forward? 

1091
00:51:53,920 --> 00:51:56,560
Which is a totally valid thing 
to ask us. 

1092
00:51:56,560 --> 00:51:59,360
And we would be more upset if 
people weren't asking us that as

1093
00:51:59,360 --> 00:52:01,320
we got closer. 
So that shows that people 

1094
00:52:01,320 --> 00:52:04,040
actually care. 
And we, you know, there was a 

1095
00:52:04,040 --> 00:52:06,520
moment where we weren't sure and
we really had to talk it out. 

1096
00:52:06,520 --> 00:52:08,440
And it was a long call one night
and we really talked it out. 

1097
00:52:08,440 --> 00:52:11,040
We looked at all the numbers, 
Logan, our big logistics brain, 

1098
00:52:11,040 --> 00:52:13,560
whipped up a spreadsheet with 
how this was going to affect us 

1099
00:52:13,720 --> 00:52:15,960
and our manufacturing costs and 
how we were going to sort of 

1100
00:52:16,080 --> 00:52:18,040
proceed. 
And we decided with all that 

1101
00:52:18,040 --> 00:52:22,240
being said, the momentum we have
right now going into launch is 

1102
00:52:22,240 --> 00:52:25,200
too great. 
And frankly we are just running 

1103
00:52:25,200 --> 00:52:27,480
out of a budget for, for AD 
spend. 

1104
00:52:27,640 --> 00:52:32,040
So it's like if we it's risking 
the loss of that momentum and 

1105
00:52:32,040 --> 00:52:35,080
going sort of dark and then 
launching later versus just 

1106
00:52:35,200 --> 00:52:39,160
launching and crossing all 
fingers and toes over the next, 

1107
00:52:39,240 --> 00:52:43,280
you know, six months or so that 
those sort of tariffs change and

1108
00:52:43,280 --> 00:52:45,320
or at least stay where they are.
So we can at least adjust and 

1109
00:52:45,320 --> 00:52:47,920
account for it accordingly. 
Obviously, hopefully go away 

1110
00:52:47,920 --> 00:52:50,360
completely or just lower, but 
you never know. 

1111
00:52:50,360 --> 00:52:52,360
A tweet at 2:00 AM can change 
everything. 

1112
00:52:52,440 --> 00:52:56,200
But it's, it's been scary. 
Is, is the obvious answer. 

1113
00:52:56,200 --> 00:52:59,840
Nerve wracking, frightening. 
But we are persevering. 

1114
00:53:00,160 --> 00:53:01,840
We are all supporting each 
other. 

1115
00:53:01,840 --> 00:53:04,640
We're getting calm, you know, 
positive affirmation from those 

1116
00:53:04,640 --> 00:53:07,480
around us and we just can't. 
It's almost a part of my brain 

1117
00:53:07,480 --> 00:53:08,480
too. 
It's like I feel like I can't 

1118
00:53:08,480 --> 00:53:10,760
wait anymore. 
It's like I don't, it's almost 

1119
00:53:10,760 --> 00:53:13,240
as if we're being punished by 
something so utterly out of our 

1120
00:53:13,240 --> 00:53:15,480
control for something we've 
worked so hard for. 

1121
00:53:15,560 --> 00:53:19,400
And it's like, I can't possibly 
think about waiting indefinitely

1122
00:53:19,440 --> 00:53:21,320
from this thing we've worked for
so hard. 

1123
00:53:21,400 --> 00:53:27,360
That is, that is the sad truth 
of it is that it's people, we'll

1124
00:53:27,680 --> 00:53:32,320
call them at home, companies at 
home that are suffering and the 

1125
00:53:32,800 --> 00:53:39,520
players that would be suffering.
So my you're talking like the 

1126
00:53:39,520 --> 00:53:42,840
basis of your question was how 
does it felt to be in this arena

1127
00:53:42,840 --> 00:53:44,840
right now? 
And yeah, there's been, it's, 

1128
00:53:44,840 --> 00:53:47,120
it's kicked off with like a huge
amount of fear. 

1129
00:53:47,120 --> 00:53:49,400
Like it has suddenly inundated 
the industry. 

1130
00:53:49,400 --> 00:53:51,320
It seemed it in uncertainty and 
fear. 

1131
00:53:51,480 --> 00:53:55,880
Something though, that has been 
a big beacon for us has been we 

1132
00:53:55,880 --> 00:53:57,520
don't know. 
We don't know. 

1133
00:53:57,600 --> 00:53:59,800
And that can be scary to a lot 
of people. 

1134
00:53:59,960 --> 00:54:03,000
It can also, it is the 
foundation of hope. 

1135
00:54:03,160 --> 00:54:05,400
And like you're religious, you 
might call it faith. 

1136
00:54:05,400 --> 00:54:07,560
I'm not, but I still like the 
word faith. 

1137
00:54:07,560 --> 00:54:10,960
Like I have faith in that this 
community supports each other. 

1138
00:54:10,960 --> 00:54:15,680
And then this industry won't be 
defined by 4 bumpy years or 

1139
00:54:15,680 --> 00:54:18,280
hopefully, hopefully way less. 
Right. 

1140
00:54:19,200 --> 00:54:21,480
Like, and I don't mean that in 
any kind of little, just mean 

1141
00:54:21,480 --> 00:54:23,840
like, like hopefully these 
tariffs go away, right? 

1142
00:54:24,000 --> 00:54:25,840
Because they're good. 
They could. 

1143
00:54:25,880 --> 00:54:28,560
But we could get to, we could 
get to launch, we could get to 

1144
00:54:28,560 --> 00:54:31,280
manufacturing time and cooler 
heads could prevail. 

1145
00:54:31,480 --> 00:54:33,760
Absolutely. 
And, and then all of a sudden 

1146
00:54:33,760 --> 00:54:36,080
it's we're, we're, we're OK. 
You know what I mean? 

1147
00:54:36,280 --> 00:54:38,680
It's not to say that we're not 
OK, but I think our approach is 

1148
00:54:38,680 --> 00:54:42,240
faith in that if things could be
OK, but also more practical 

1149
00:54:42,240 --> 00:54:44,560
faith. 
And if we are transparent and 

1150
00:54:44,560 --> 00:54:47,320
honest about our process, people
will show up. 

1151
00:54:47,560 --> 00:54:50,840
So if we say, hey, this is 
exactly how it will affect you. 

1152
00:54:51,120 --> 00:54:52,400
Here's the tipping, here's the 
tariff. 

1153
00:54:52,560 --> 00:54:54,360
We're gonna tell you straight 
up, right? 

1154
00:54:54,360 --> 00:54:56,200
This is what this it's costing 
right now. 

1155
00:54:56,200 --> 00:54:58,720
And if it goes down, then we 
will make sure that it goes 

1156
00:54:58,720 --> 00:55:00,800
down. 
We're not gonna, we're never 

1157
00:55:00,800 --> 00:55:02,280
gonna pull you pull over your 
eyes. 

1158
00:55:02,440 --> 00:55:05,080
Yeah, this. 
Extra cost only exists because 

1159
00:55:05,080 --> 00:55:08,280
of the 1:45 we're seeing and 
it's like and ideally in a 

1160
00:55:08,280 --> 00:55:10,360
perfect world it goes back to 
utterly normal. 

1161
00:55:10,360 --> 00:55:14,320
Like it's been 4 years and that 
just goes away and never 

1162
00:55:14,320 --> 00:55:16,680
existed. 
Yeah, I think there's been a lot

1163
00:55:16,680 --> 00:55:18,400
of like, do we do this? 
Do we wrap it in? 

1164
00:55:18,400 --> 00:55:20,960
Do we, How do we, how do? 
And it's like, you know what? 

1165
00:55:20,960 --> 00:55:23,000
I don't want to. 
I'm never gonna want to trick 

1166
00:55:23,000 --> 00:55:24,720
anybody. 
I want to come to you like 

1167
00:55:24,760 --> 00:55:26,920
another human and being like, 
this is our product. 

1168
00:55:27,120 --> 00:55:30,280
This is what the times are like.
Please support us and we will 

1169
00:55:30,280 --> 00:55:32,040
show you exactly where your 
money is going. 

1170
00:55:32,040 --> 00:55:35,320
And, and hopefully just by that 
relationship, you know, and if 

1171
00:55:35,320 --> 00:55:37,160
not like, and if not like, if 
you're like, you know what? 

1172
00:55:37,240 --> 00:55:38,600
I, I hate the way of the world 
right now. 

1173
00:55:38,600 --> 00:55:39,880
I don't want to spend money on 
this. 

1174
00:55:40,040 --> 00:55:41,400
I'm not gonna put any more money
towards there. 

1175
00:55:41,480 --> 00:55:43,840
Like we, yeah, we get it. 
Yeah, Yeah, we get it. 

1176
00:55:44,000 --> 00:55:46,720
But it's not transparency and 
that honesty that like, we would

1177
00:55:46,720 --> 00:55:48,640
rather do that. 
I'd rather be here. 

1178
00:55:48,640 --> 00:55:50,560
I'll put it this way. 
I'd rather be honest and fail, 

1179
00:55:50,760 --> 00:55:52,600
which I don't think we will. 
But I'd rather be honest and 

1180
00:55:52,600 --> 00:55:55,520
fail than succeed by 
manipulating people. 

1181
00:55:55,520 --> 00:55:58,080
Sure, absolutely. 
And I asked the question not to 

1182
00:55:58,080 --> 00:56:01,000
be a downer. 
I asked because this, this was 

1183
00:56:01,000 --> 00:56:04,120
something I thought about a lot 
before the two of you came on. 

1184
00:56:04,120 --> 00:56:08,880
I y'all, y'all have such a 
unique perspective and an 

1185
00:56:08,880 --> 00:56:13,120
interesting story to tell and 
it's worthy of being told coming

1186
00:56:13,120 --> 00:56:17,000
in as a new game designer at 
this time, right? 

1187
00:56:17,160 --> 00:56:20,600
Because there are so many game 
designers who have mentored you 

1188
00:56:20,600 --> 00:56:22,640
and helped you and everything 
like that that you were 

1189
00:56:22,640 --> 00:56:26,560
describing in the last hour that
they have been in it for a 

1190
00:56:26,560 --> 00:56:28,880
while. 
So they've got some strategies 

1191
00:56:29,080 --> 00:56:32,840
and some resources that they can
lean on to see them through the 

1192
00:56:32,840 --> 00:56:34,920
next six months, nine months, a 
year. 

1193
00:56:35,000 --> 00:56:38,040
What I don't know what their 
plans are, but to be coming at 

1194
00:56:38,040 --> 00:56:41,760
it, you know, rather than asking
you, why are you releasing your 

1195
00:56:41,760 --> 00:56:43,880
game right now like you're being
asked all the time. 

1196
00:56:44,040 --> 00:56:48,520
I'm I think you bring this 
unique perspective because 

1197
00:56:48,800 --> 00:56:51,520
you're doing it despite the 
tariffs. 

1198
00:56:51,520 --> 00:56:55,160
I feel like you were the perfect
example of what I'm trying to 

1199
00:56:55,160 --> 00:56:58,920
tell people about. 
Stop being afraid and angry. 

1200
00:56:58,920 --> 00:57:01,840
I mean, you could be afraid and 
angry, but channel this in a 

1201
00:57:01,840 --> 00:57:04,640
positive way. 
You guys are saying no, despite 

1202
00:57:04,640 --> 00:57:06,400
all this, we're going going 
forward because we got a 

1203
00:57:06,400 --> 00:57:08,200
product. 
I love that. 

1204
00:57:08,200 --> 00:57:12,960
Whether this game is for you or 
not, how can no one, anyone not 

1205
00:57:13,200 --> 00:57:18,440
applaud you for excuse me for 
going forward in such a 

1206
00:57:18,440 --> 00:57:20,360
tumultuous time? 
And I applaud both of you. 

1207
00:57:20,600 --> 00:57:23,560
And I thank you both for coming 
on and and sharing that with us.

1208
00:57:23,600 --> 00:57:25,360
I love you. 
Yeah, really. 

1209
00:57:25,360 --> 00:57:28,080
Appreciate you saying that. 
Yeah, that's yeah, that means a 

1210
00:57:28,080 --> 00:57:31,680
lot to us because it is nerve 
wracking and maybe it's it could

1211
00:57:31,680 --> 00:57:34,760
just be a practical lesson to be
like, OK, why is it? 

1212
00:57:34,920 --> 00:57:37,280
Why do we we believe this? 
It's because we have a couple of

1213
00:57:37,280 --> 00:57:40,520
practical things in line for us.
Our game is relatively light and

1214
00:57:40,640 --> 00:57:42,800
we're crowdfunding. 
We don't crowdfunding, you know.

1215
00:57:43,200 --> 00:57:45,560
A warehouse filled with product 
that's already been made that 

1216
00:57:45,560 --> 00:57:47,840
needs to get shipped over here. 
It's we have a little bit of a 

1217
00:57:47,840 --> 00:57:52,240
timeline where we are as a small
indie publishing company versus 

1218
00:57:52,360 --> 00:57:54,520
Hasbro or any of these massive 
companies. 

1219
00:57:54,520 --> 00:57:57,400
I mean, like, I know Stonemeyer 
games like put out an article or

1220
00:57:57,400 --> 00:57:59,360
a release statement a little 
while ago where they're like, 

1221
00:57:59,360 --> 00:58:02,920
we're gonna cover the cost of 
the tariff for the games that 

1222
00:58:02,920 --> 00:58:05,360
have been ordered from our last 
sort of run to come out to the 

1223
00:58:05,360 --> 00:58:06,960
States. 
But they can afford that. 

1224
00:58:07,120 --> 00:58:08,280
They're still minor games, 
right? 

1225
00:58:08,280 --> 00:58:10,280
And it's probably still taking a
massive hit on them. 

1226
00:58:10,400 --> 00:58:11,680
Absolutely. 
Who knows what the actual 

1227
00:58:11,680 --> 00:58:15,080
numbers are on the back end, but
we can't play that 

1228
00:58:15,360 --> 00:58:17,960
realistically. 
I guess it's like the big less 

1229
00:58:17,960 --> 00:58:21,320
The big take away is the storm 
is not the end. 

1230
00:58:21,680 --> 00:58:23,800
It is there's a path. 
There's always a path through 

1231
00:58:23,800 --> 00:58:25,840
any storm. 
So like even if you have to 

1232
00:58:25,840 --> 00:58:28,720
adjust the way you approach 
games for a little bit, a game 

1233
00:58:28,720 --> 00:58:31,040
design for a little bit and 
games manufacturing for a little

1234
00:58:31,040 --> 00:58:35,040
bit like it's not the end. 
It's it's an uncomfortable 

1235
00:58:35,040 --> 00:58:39,960
adjustment that is temporary. 
Yes, and I'm not gonna, I would 

1236
00:58:40,080 --> 00:58:42,000
like, I'm not gonna speak for 
the other guys at Glass House, 

1237
00:58:42,000 --> 00:58:44,040
but I believe we, well, we 
aren't. 

1238
00:58:44,040 --> 00:58:45,480
We're launching. 
Oh, it's like it's too late. 

1239
00:58:45,480 --> 00:58:47,880
We're doing this. 
So we're not going to, you know,

1240
00:58:48,240 --> 00:58:50,600
an uncomfortable situation deter
us from doing something that we 

1241
00:58:50,600 --> 00:58:52,000
genuinely love. 
Yeah. 

1242
00:58:52,800 --> 00:58:54,080
Yeah. 
So thank you for saying that, 

1243
00:58:54,080 --> 00:58:54,800
PJ. 
Yeah. 

1244
00:58:54,800 --> 00:58:59,400
I think my last sort of note on 
that is that we saw what's going

1245
00:58:59,400 --> 00:59:01,440
on in our industry right now to 
sort of take it and channel it 

1246
00:59:01,440 --> 00:59:04,400
into a more positive 
reinforcement of everything 

1247
00:59:04,400 --> 00:59:06,600
going on. 
We know that sort of, I mean, 

1248
00:59:06,600 --> 00:59:09,440
crowdfunding is in the name, but
we know that the crowd, the 

1249
00:59:09,440 --> 00:59:12,680
community is such a like it's, 
dare I say, the most important 

1250
00:59:12,680 --> 00:59:16,000
aspect of our industry. 
So we know when we see all these

1251
00:59:16,000 --> 00:59:17,960
other projects that are lined up
for this year, other 

1252
00:59:17,960 --> 00:59:19,320
kickstarters are things coming 
out. 

1253
00:59:19,400 --> 00:59:21,960
We're going to help. 
Oh, it's going to cost me an 

1254
00:59:21,960 --> 00:59:26,240
extra 10 dollars, $15.00 to like
support another small company 

1255
00:59:26,480 --> 00:59:29,000
that'll be there for us. 
And like we'll be for other 

1256
00:59:29,000 --> 00:59:31,200
small companies and we'll all be
there for each other. 

1257
00:59:31,480 --> 00:59:33,520
I can't, I can't say that 
everyone can afford it, but 

1258
00:59:33,520 --> 00:59:37,120
like, I will choose to be as 
supportive as I can in this time

1259
00:59:37,120 --> 00:59:40,000
to other people because I know 
that they need it just as much 

1260
00:59:40,000 --> 00:59:41,800
as we do, just as much as the 
next person. 

1261
00:59:42,080 --> 00:59:45,840
And I'm not going to let you 
know the unfortunate reactions 

1262
00:59:45,840 --> 00:59:49,200
of certain people in our 
government going to stop me from

1263
00:59:49,200 --> 00:59:52,240
that sort of feeling of 
community with the rest of my 

1264
00:59:52,240 --> 00:59:54,120
peers. 
Right, absolutely. 

1265
00:59:54,160 --> 00:59:57,360
So once again, I want to thank 
you both for being on the game 

1266
00:59:57,360 --> 00:59:59,560
is Whisker Wars. 
It's coming to Kickstarter on 

1267
00:59:59,560 --> 01:00:03,200
May 13th, which is when you're 
listening to this episode 

1268
01:00:03,200 --> 01:00:06,240
because very cool. 
It's almost as if we planned it 

1269
01:00:06,240 --> 01:00:11,080
that way. 
So for anyone who has not heard 

1270
01:00:11,080 --> 01:00:15,440
about your game or Glass house, 
tell the listeners, viewers 

1271
01:00:15,440 --> 01:00:18,360
where they can find you on 
socials, websites, all the fun 

1272
01:00:18,360 --> 01:00:20,520
stuff. 
Yeah, so you can. 

1273
01:00:20,520 --> 01:00:22,880
Well, we are live on Kickstarter
right now. 

1274
01:00:23,000 --> 01:00:26,720
So if you you know Google 
Kickstarter Whisker Wars, you'll

1275
01:00:27,080 --> 01:00:29,760
will be the one that pops up for
socials. 

1276
01:00:29,920 --> 01:00:32,040
We have an awesome Discord 
channel going. 

1277
01:00:32,120 --> 01:00:34,800
You'll be able to find a link to
that through our like through a 

1278
01:00:34,800 --> 01:00:37,520
lot of places through our 
website, which is Glass House 

1279
01:00:37,520 --> 01:00:40,320
Games Co. 
We could not afford the so just 

1280
01:00:40,800 --> 01:00:43,280
so through that, you can find 
our link to the discord, 

1281
01:00:43,320 --> 01:00:45,320
Instagram. 
We have a lot of fun stuff on 

1282
01:00:45,320 --> 01:00:47,120
there. 
The point is, I think Discord is

1283
01:00:47,280 --> 01:00:50,400
where it's at really, really 
awesome, helpful, excited 

1284
01:00:50,400 --> 01:00:52,960
community that it's like a lot 
of like lore chats are going on 

1285
01:00:52,960 --> 01:00:55,920
and putting lore in there. 
People are talking about fun 

1286
01:00:55,920 --> 01:00:59,280
punting animal names, how we run
online play tests. 

1287
01:00:59,280 --> 01:01:01,720
So if you want to check the game
out ahead of time, we run them 

1288
01:01:01,720 --> 01:01:04,280
through Tabletop Simulator is 
the big one that's been. 

1289
01:01:04,280 --> 01:01:06,400
Later in the moment, top dot 
GTA. 

1290
01:01:06,400 --> 01:01:08,560
Yeah, those are two online 
mediums right now, so. 

1291
01:01:08,560 --> 01:01:10,160
If you're on the fence, there 
are options to check out the 

1292
01:01:10,160 --> 01:01:11,600
game ahead of time, see if you 
even like it. 

1293
01:01:11,600 --> 01:01:14,240
So and if you don't know hard 
feelings, but that's where you 

1294
01:01:14,240 --> 01:01:16,520
can find us. 
And then like if you want to 

1295
01:01:16,520 --> 01:01:19,080
reach out to us directly, we 
will answer your emails. 

1296
01:01:19,080 --> 01:01:22,080
Our e-mail is 
hello@glasshousegames.co. 

1297
01:01:22,080 --> 01:01:24,240
So if you want to reach out to 
us directly and have anything to

1298
01:01:24,240 --> 01:01:27,560
say, please reach out. 
We're we're our open door 

1299
01:01:27,560 --> 01:01:29,040
policy. 
Yeah, that's us. 

1300
01:01:29,040 --> 01:01:31,240
Well. 
Again, guys, thank you, Michael,

1301
01:01:31,240 --> 01:01:35,680
Sean, and please extend my 
gratitude to Logan as well as 

1302
01:01:35,680 --> 01:01:37,960
well. 
Whisker Wars. 

1303
01:01:38,160 --> 01:01:42,560
Please guys, remember to like 
and subscribe to the YouTube 

1304
01:01:42,560 --> 01:01:45,200
channel. 
The goal right now, in October 

1305
01:01:45,200 --> 01:01:47,960
of this year, we will be on 
YouTube for one year. 

1306
01:01:47,960 --> 01:01:50,760
We would love to have 100 
followers subscribers. 

1307
01:01:51,040 --> 01:01:52,600
We could get more. 
That would be great. 

1308
01:01:52,600 --> 01:01:55,520
Come on, you could find us on 
Spotify and all other streaming 

1309
01:01:55,520 --> 01:01:56,720
services. 
Make sure you like. 

1310
01:01:56,720 --> 01:02:00,160
Please leave comments either for
myself or for Sean and Mike 

1311
01:02:00,160 --> 01:02:02,400
about the game. 
They'll be able to see that on 

1312
01:02:02,400 --> 01:02:04,600
YouTube. 
And thanks again for watching. 

1313
01:02:04,880 --> 01:02:05,600
Super. 
Thank you.

