And they too had great things to say about it on their panel later that evening. Later on, the Game Grumps stopped by (incognito! Sneaky Grumps) to try their hand at defusing bomb. They even talked about the game later that night on their after-show. Then, fuelled by their success and overconfidence, they stepped up to “normal” mode. Jeff, Patrick, and Alex were able to save Dan on the starter bomb. Seeing the crowd filling in at 10am was both exciting and nerve-wracking.Įarly that opening morning, Giant Bomb came by to play. If you’re never been on the expo floor at PAX, it will be difficult to describe just how crowded and loud it is. It turns out that the tabletop section was actually smack right in the middle of the MEGABOOTH itself, so there’s no way we would be hurting for foot traffic. When we got to our space, we were able to quickly find a setup that worked for both us and our lovely tabletop neighbours (by the way - check out Grow and Slap. In short, we were trying to keep our expectations low for the show. On top of that, our attempts to send out cold emails to press to drum up appointments went largely unanswered. Our game is a bit bizarre and can sometimes take up a lot of space, so we were really anxious that things would be too cramped. It’s a more communal area where a bunch of tabletop games share an area about the size of four normal booths. We had manage to get a coveted spot in the Indie MEGABOOTH, but we were part of the tabletop section. Everything was looking great! Except we didn’t really know what to expect as far as our expo space was concerned. The game was solid, our promo materials were printed, flights were booked. Going into PAX, we had a build that had been heavily tested thanks to our exhibition at GenCon just two weeks earlier. It was a heck of trip and we’re only just know getting back on our feet.
Nevermind the travel, setup time, and two days of PAX Dev prior.
Keep talking and nobody explodes demo online plus#
Four days, 32 hours of public demos, plus a whole lot of networking.
PAX Prime 2014 marked the first time our team has ever shown a game at PAX.