I had the opportunity to ask designer Judson Cowan from Tettix Games a few questions (well, a few more than a few) about Deep Regrets and it's frankly majestic theme. Stick around until the end for a link to the Kickstarter which is live right now. It has been stunningly successful so far, and if you read on you'll find out why. I hope you've got your sea legs. And your bravest underpants. Terrible things await you in the deep...
Let’s get the important stuff out of the way: name your favourite short story by Lovecraft or Lovecraftian film. And yes, I need to know why.
I’m glad we’re starting off the right foot here. I recently spent waaaay too much money on the Folio Society Lovecraft anthology (no regrets) so I’ve been rereading some of his work and discovering a few for the first time. Shadow Over Innsmouth obviously had the heaviest impact on Deep Regrets but honestly I’m a huge fan of Dagon. The concept of there suddenly just being a massive, muddy landmass under a boat lost at sea is so terrifying. The rest of the story is almost irrelevant next to that one strong bit of confounding horror.
Film wise, Lovecraft is historically really hard to pin down - as exhibited by waves and waves of awful adaptations and inspired-bys. The Thing is a long-standing favourite, but I’m going to go with Annihilation - it captures the cosmic unknowable horror concept so perfectly and I left it so captivated that I immediately read the whole Southern Reach trilogy.
Give us some background. Is this your first board game? If so, what did you do before this?
This is actually my second board game…and kind of my third! I published a family-friendly monster builder called Hideous Abomination during the 2020 lockdown and then released a more refined 2nd Edition a few years later - both through Kickstarter. But really, the first game I designed is an unreleased game called Fright House (where you build and run a haunted house) that I began work on nearly six years ago now. It’s forever in limbo with most art and design complete because I just can’t get the game to place I feel is fun enough to put my name behind. And I want it to be good because I grew up building and working in haunted houses, it’s close to my heart.
What's the first board game you remember playing? And what's the first one you fell in love with, and why?
That’s a really good question! The earliest memory I have of playing a board game was the Milton Bradley game Cootie. Of course, I played it on the floor as a toddler, so I’m not sure you would call it a board game. First game I remember with an actual board is Candyland, which never really landed in the UK the way it did the US - maybe that’s where I get my love of bright colours in board games!
First I fell in love with was Shrieks & Creaks, a cassette-tape driving game where you’re trying to escape a haunted mansion. I’ve always been a fan of spooky things my whole life. I bought a vintage copy a few years ago just to marvel at the artwork and I have the cassette tape sitting on the shelf just behind me!
Who’s on the team? How well does the team interweave together?
You’re talking to him! Officially, it’s just me. I have volunteers that help with playtesting and exhibiting and such but literally everything else I do myself - art, design, filming, composing, logistics, boring financial stuff. You name it, I’ve had to put that hat on. It can be a bit overwhelming but what I really love about it is the comprehensive creative control and unified vision. I love being able to develop ideas from birth right through to manufacture.
How long has it taken to develop Deep Regrets? Has development fitted comfortably into your daily life?
I’ve been working on Deep Regrets for almost exactly a year as of this interview. I started while Hideous Abomination was on Kickstarter because I was excited to move back into the creative phase after months and months of logistics and marketing.
I’ve been full time with board game design since that Kickstarter, so I’ve been able to devote 75% of my time at work to Deep Regrets and the rest of my board game business (I still do some freelance music and design on the side as well).
Which board games is Deep Regrets similar to? What kind of gamer would you recommend Deep Regrets to?
This question has stopped me in my tracks a few times. Deep Regrets has elements that are similar to other games and there are games I took heavy inspiration from but I really struggle to compare it to another game or even define its genre. Wingspan is my go-to for two reasons: it’s similar in weight/complexity and it has a massive variety of unique cards. I find Elizabeth Hargrave’s work so inspiring and that irresistible pull of seeing what other birds are in the deck in repeated games is the exact sort of thing I’m trying to replicate with Deep Regrets.
The easiest mechanic to point to is push-your-luck, which comes to life a few different ways in the game - both in where and what you decide to fish and in how many regrets you’re willing to carry and how you plan your end game.
I’d say this will appeal to anyone that loves games where discovery and surprise are big elements and players that love customising their strategy and then over-extending and seeing things blow up in their face in hilarious fashion, ala Quacks of Quedlinburg.
Have there been any major hiccups during development, and if so how were they overcome? How has playtesting helped in this area?
The biggest hiccup in development was figuring out how to make Madness and Regrets work. It’s a mechanic similar to Don’t Go In There or Haunted Mansion where you collect cards with hidden values and at the end of the game whoever has the most can’t win.
Initially, I had Regrets and Madness separate - most Regrets meant you could win and Madness affected fish values and available dice for fishing. Repeatedly in playtesting, players love the concept and flavour of the Regrets so much that they wanted to see them tied more into the game, and that’s where I had the epiphany of tying your madness level directly to the number of Regrets cards you had in hand. With this change, I gradually pared back the negative impact of having the most Regrets to just losing a single fish (instead of the game). The result meant losing a global madness score that affected everyone equally, but the resulting agency it gave to players and the fun of everyone being able to play different types of strategies made it a much more interesting and engaging game!
There’s fishing supplies to manage, a night/day cycle, the potential onset of madness to consider… Which is your favourite mechanic within the game?
I’m really proud of the deciding-where-to-fish mechanic. There are three sizes of shadows on the backs of the fish cards and those shadows related to a range of difficulties to catch, which increases the deeper you fish in the ocean. Instead of literally printing the potential difficulty range on the backs of the cards, I decided to use a player reference guide to tell you what fish values are - so if I see a Large shadow at Depth II, I glance at my “Angler’s Guide” reference chart and learn that fish will cost between 2-4 to catch. The result is a really satisfying bit of friction where you feel like you’re doing proper research and making informed decisions. Much more fun than just looking at the back of the card and seeing “Difficulty: 2-4”.
This is becoming a bit of a hot topic. What’s your thoughts on AI in game design? This doesn’t apply directly to your game as you have an artist with a distinct human style, but there are games out there which are heading to crowdfunding that seem to rely on it heavily. Is there room for AI in game design? Is there a limit to its acceptable use?
The whole AI art scene has given me such a strong aversion to the word “AI” that I have to stop myself from having a knee jerk reaction. Like there are excellent life-saving AI applications in the medical field but it still gives me the shivers hearing the word.
As an artist who spent months doing hundreds of unique artworks for my game, the whole AI art scene is a massive turn-off. Not just because it’s a cost-cutting shortcut that sidelines human artists, but more so because I find it so incredibly uninteresting. For me, the whole point of art is the human element, images made my AI have literally no meaning to me.
And that same sentiment would apply to any application of AI for creativity: for me, and I imagine for a lot of other humans, it becomes meaningless. So a board game concept, or a mechanic or a bit of copy made by AI would feel equally hollow to me as an illustration.
The plus side of AI art in games is it’s a bright, flashing neon sign for companies that like to cut corners and are likely to do it in other ways, as well.
Deep Regrets is a competitive game. Was this borne out of the apocalyptic theme, or was it always your intention to go competitive over cooperative?
This was most heavily borne out of classic literature, more than anything! Hemingway and Melville and all these romantic one-man-against-the-sea narratives are so evocative and that’s the exact feel I wanted. The Regrets cards all have bits of flavour text on them like “Left my love for the sea” or “Pissed in a blowhole” that allow you to paint a picture of a lonely life, poorly lived. I want to find the dark humour in the miserable lives of old salts.
What do you play in your spare time between sessions?
Anything and everything. I try to play as many games as possible to see what other developers are doing, get ideas for mechanics, stay informed of what’s doing well and what’s interesting to folks. I go to board game meetups and try to play with as many different people as possible, too, to understand may audience on a 1-to-1 level. And of course I have regular board game nights with close friends. Games we keep coming back to recently: Cosmoctopus, Moon, Taverns of Tiefenthal, Castles of Mad King Ludwig and Fit to Print.
Which one game do you wish you'd designed yourself?
Wingspan. Or rather, Wyrmspan, so I could fix it to be more like Wingspan. Wyrmspan taught me one important thing about Wingspan: that birds can be more interesting than dragons if you don’t give the dragons any meaningful lore or back story. It’s never interesting revealing a new dragon from the top of the deck because they’re just pretty pictures without much meaning, a little bit of flavour text on those cards would’ve gone a long way towards building out that world.
What advice would you give to other prospective designers? What advice would you give to yourself after a spot of time traveling?
Same advice I’d give to anyone in a creative profession: stop taking yourself so seriously and have fun with it. You’re making games, so make them games you love - not games you think other people would love. Humans are highly tuned social animals, they can detect passion for your craft a mile away and they will reward you for it.
How has the support been from the board gaming community?
Man, I just came out of 20 years in the ad industry and let me tell you, it’s as toxic as they get. So anything would feel like bliss comparatively but I’ve worked in video games and music and movies and I can tell you the board game community is far and above the most supportive and caring community I’ve come across. I think just by its nature it’s a community that likes to connect with other human beings on an intimate level and that connection trickles down into every facet of the industry.
How does it feel to finally launch?
It’s terrifying and glorious and humbling and confusing and wonderful.
We'll finish on another vital question. Which of the creatures you can fish for in Deep Regrets would you least like to meet, and which would be most delicious in a frying pan with butter?
The sea is already so filled with absolutely terrifying things, I had to lean into the uncanny valley to make horrors stand out. The more human they are, the more terrifying they become. So the Human you can catch in the lowest depths is definitely the one I’d least like to have on my boat, huddled and quietly shivering.
And in a frying pan with butter? Eel, please.
If that doesn't tempt you, then I don't know what to do with you. Here's the link to the Kickstarter, so get your fishing rod and get a shift on: https://www.kickstarter.com/projects/tettix/deep-regrets-an-unfortunate-fishing-game