Jam Slam rules Requested by Publisher


Just got word that Gamewright is requesting to see the rules to our Jam Slam game.

This is how it happened.  About 4 years ago, Sen and I invented a game called Jungle Jam (which I’ve written about a couple times already in this blog).  It’s been to see a few publishers already, and has undergone some improvements over the years.  Currently it is in the Great Canadian Game Design Competition and is a semi-finalist.  This is when we found out that the name “Jungle Jam” had been taken by another game and was entangled in some sort of legal dispute with a game called Jungle Speed.  Not to be confused with that game, we changed the title of our game to Jam Slam.  We’re expecting to find out any day now if it made it to the finals!

Concurrently to this, I’ve been invited to participate in a group called the Game Artisans of Canada – a group of game designers whose goal is to work together to provide the world better games and help each other out whenever possible.  Rob, one of the members heard that Gamewright was looking for quality submissions of games that were easy to learn and played in less than 30 minutes.  That described our Jam Slam to a tee!

Rob sent them a quick pitch to them about our game and they just expressed interest to see the rules for the game.  If they like the rules for the game then they’ll ask for a prototype in a few weeks.  One step at a time!

Special call out to Rob from Game Artisans of Canada for the heads up and the connection!

-Jay Cormier

There’s a few really cool things about this “day in our lives” as game designers. It shows:

a) That no matter how old a game is, a good design is timeless. Keeping old designs on the back burner, but ready for showing is critical. We usually only keep the latest physical version of a prototype for space reasons (and to limit our confusion!), but always have the older versions as files on the computer if something we did before is beneficial. If you know your game intimately, you should be able to parlay an older design into something good when an opportunity arises. Jay’s use of “Night of the Dragon” concepts for another game is a good example of a game that was sitting doing nothing on the back burner (we actually have a forum called “The Back Burner” where we stick all of our games that are on hiatus) being used for the good of all mankind by being transformed into a game that is forthcoming for the Piece Pack called “Cream of the Crop”.

b) Versatility is an asset, because you never know when a publisher will say “Well, we like what you’ve just shown us, but we’re really interested in a card game…” If all you make is hardcore gamer games, you might miss out on some things. Of course, don’t make kids games if you don’t like making them, but versatility pays off – that’s all I’m saying.

c) Making games that are not tied to a theme, but can be rethemed easily is a good idea if possible. The name change was minor and it doesn’t change a thing at all about the game, but if it had to be done, “Jungle Jam” (now “Jam Slam!”) could be rethemed to almost anything because of it’s simple mechanics. It has a really good base for being used with a licensed character. Imagine Dora or Diego telling you “I need 3 red grapes!”

d) The Chinese (in the case of Jay and me, I’m talking about me) have the same word for crisis and opportunity – Crisi-tunity. Seriously though, it is said that luck is equal parts opportunity and preparedness. In this case, opportunity presented itself through a colleague telling us about Gamewright and we were able to take advantage because we were prepared – we have sell sheets ready, our prototypes usually ready to ship, and our rules done up for blind playing. In this case, because we have the two prototypes of “Jam Slam” out already for the competition as Jay mentioned, we’ll have to make another copy. But usually, we’re on top of that now that we’ve had a few publishers ask us for multiple copies of a game at once, etc.

e) Collaboration extends past Jay and myself. Now that we’re really delving deeper into the game design/production industry, we’re finding gold at every turn! Through our relationship with Tasty Minstrel Games, we worked with Gavan Brown, the graphic designer for “Train of Thought”. That wonderful working relationship turned into Jay being invited to work with the Game Artisans of Canada. They’ve already been immensely helpful in playing our prototypes and giving awesome, no-holds barred feedback for improving our games. And then, as icing on the cake, they’ve been super great with things like this! Opening up doors for us on several levels – they’ve already helped up get consideration from Amigo Spiel (a well-known German publisher) and now GameWright. How awesome is that? I can only hope that Jay and I can reciprocate in kind!

-Sen-Foong Lim

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