Gamercamp Post-Mortem – Part 3

Day 3 – Pop-up Arcade

Sunday was the same as Saturday, with two sessions, the first from 10 AM to 2:30 PM, and the second from 3 PM to 7:30 PM.

I arrived around 9:30 AM to set up. The day before was a pretty long day – I was there from 9 AM to to Midnight, so I was feeling a little exhausted. But they had coffee and pastries, so that gave the day a good start.

I had a great showing. One of the highlights was that Jonathan Mak, the creator of Everyday Shooter and Sound Shapes, came by to play the game and gave me a lot of really good feedback.


After the second session wrapped up and the booths were cleaned up, there was a small closing reception to celebrate. There was also an N++ tournament. I participated in it, but didn’t win (I’m really, really bad a platformers). My friend Diego won a t-shirt.


Afterwards, a group of around 10 of us exhibitors decided to go get some food. We ended up at a pub nearby.

This is where I was introduced to the wonderful game of ‘Hing’, which was actually invented by Nico Disseldorp of Push Me Pull You and Ian Snyderof The Floor Is Jelly. Apparently this was invented during the Sony party at IndieCade. Clearly I was sitting at the wrong table at that event.

Anyway, what is Hing and how do you play it?

Hing is a game that’s played by 3 people. You need three coins.

At the start, each person takes a coin, shakes it around, and then places it flat on their forehead, without knowing which side is facing forward.

So now each player sees which face of the coin is facing up for the other two players, but not him or herself.

How to win?

Let’s say Player 1 gets heads, Player 2 gets heads, and Player 3 gets tails.

Player 1 and 2 can win by shaking each other’s hands.

Player 3 wins by shaking hands with either Player 1 or 2.

If all three players have the same face, then if two people shake hands, they lose.

In any case, you have to try to figure out which face the coin on your forehead is facing, and who to shake hands with, while trying to not let the others win. It was a lot of fun.

I might actually have gotten the rules wrong here, but I think it’s a lot easier to explain in person and when you’re actually playing.  Beer!


The next day, after Gamercamp, I went over to the Capybara office, which was just across the street from Hotel Ocho, and hung out there for a few hours.



It was really cool to talk to some of the people working there, and very inspiring to see what a larger indie studio is like.


Gamercamp was definitely one of the coolest events I got to be a part of this year. Even though it was my first time there, I’m sad that it won’t be around next year, but also excited to see what the organizers do next, and what emerges from the Toronto game scene to fill its place.

I’m incredibly honored that Relativity was chosen to be a part of the last run. Gamercamp did a lot of things differently from other festivals and conventions, and some of those worked incredibly well. It definitely offered the best setting for actually playing games. It didn’t cram the space with games, so people were not overwhelmed with the selection, but could take their time to enjoy each game and still get to see everything.

The hotel room setup worked extremely well, and I’d love to see other festivals and conventions adopt similar arrangements.

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