On Their Merry Way is a Robin Hood themed game we first saw at the Boston Festival of Independent Games (BFIG).
Can you give us a “Tale of the Tape” for your game? The title, genre, playtime, age ranges, etc.
On Their Merry Way is a path building game for 2-5 players ages 13+ that takes roughly 45 to 60 minutes.
What is the elevator pitch?
On Their Merry Way is a unique path building game for 2-5 players, who take on the role of Robin Hood’s Merry Men, setting traps along the trails of Sherwood Forest and trying to fool the wealthy merchants during their travels.
When is your Kickstarter live?
May 15th 2018
Where are you in production/development? How close are you to complete?
On Their Merry Way is in the final prototyping stages and will be in production as soon as it reaches its funding goal.
Are there any other games that you think are comparable to your game?
On Their Merry Way is a one of a kind game that stands alone in the tabletop community. Some have compared it to tower defense style games but its unique path building mechanic is completely new.
You’re a game designer. You could have made any game you wanted. Why did you make THIS game?
At New Experience Workshop we strive to make games we want to play that don’t yet exist. On Their Merry Way is a completely unique experience that is fun and strategic in its own way.
What was your design process like?
We were inspired by the Tiny Epic model’s use of a low component count, three types of resources and a rich selection of choices to be made. However, as On Their Merry Way came to be, it developed into an entirely unique game that broke that mold and forged its own.
What is the number one reason why a family MUST purchase this game?
It’s a new type of challenge that provides something for all age levels. It provides a new challenge for older players who will enjoy figuring out the puzzle of path building, but provides equal footing for younger players as it is a completely new genre of game for everyone.
How long has this game been in development?
What obstacles did you encounter making this game?
We struggled at first to find balance in all the moving parts of the game, but as we cut away some of the superfluous parts and got to the core of the game, we found that while certain aspects were fun in their own right, they added more complexity than necessary and ultimately detracted from the main experience.
What did your first prototype look like? *
Our first prototype was themed around the hay-day of Route 66 travel and featured cars in the traveler positions and roadside attractions in place of traps.
Why did you get into making games?
I feel fulfilled when I’m making games. Games provide a shared social construct for people to interact and have a good time, which I feel is more and more important in our ever-technologically involved world.
What other information do you want us to know about you, your company, and/or your game?
We are a two-person team working as hard as possible to bring our games to the world and share our joy with as many people as possible!