So as promised here is my update on OzCon 2016. It was a long, fun, tiring, and did I mention long weekend. I don’t think the “official” numbers have come out yet, but the last estimate that I heard was that the turnstile attendance, which is the total of attendees, staff, volunteers, and guests (basically anyone that came through the doors), was around 588 people. While Katie and I stayed busy filling in as OzCon Staff when needed, we were able to run 21 games of Cat Ladies over the two and half day event at the Silicon Forge Studios booth.
As you can see in the image above, we had a really good mix of all ages and genders play testing the game, with a total of 26 unique players over the course of the weekend. We also had several repeat players to the booth, who came back again and again during the convention to play more games, and were able to explain the game to new players almost as well as we could by the end of the convention. We also had several people sign up for our newsletter about the game (you can sign up too on the Cat Ladies game page) and took promo cards with information about the game and its Kickstarter, which is coming this Summer.
Here you can see some of our younger game testers hard at work putting the game through its paces. One thing that we are really proud of is how well the game has been received by both adults and children, and how well the game seems to work when you mix the two groups together. It has been a challenge to make Cat Ladies accessible to young players, while still keeping it strategic and competitive enough to hold the interest of older players. But this past weekend has shown that we have managed to balance the needs of the two groups well. It was enjoyed by groups made up mostly of children, it was enjoyed when played by groups of only adults, and it was a blast to play it with both age groups together!
Another fun part of the play test was seeing the female players drag their boyfriends/husbands to the booth for a game. In almost every case the guys would sit down and grumble quietly wondering what they had just been drafted into, but after a round or two of the game they were all having fun, and ended up being some of the most competitive players. The guys were also more likely to stay and play several games in a row after they started. Which just goes to show that like a book, you can not judge a game by its cover (or theme).
Stay tuned in the coming weeks for the long promised paper prototyping tutorial and be sure to check back often on the site for the latest news and information on the development of the game and its impending Kickstater.