Behind the design process
The fact that Muvuca exists in a physical form is nothing short of a miracle. I started creating this game so many years ago as an 18-card experiment just because pushing card rows was fun. For most of their life as a prototype, it was about planetary alignment, even having names like Syzygy and Planet Push for months.
After being declined by a lot of publishers, I sent it to Ludens Spirit to see if it would fit their new line, and I got a yes! But the new Linha Slim was so cheap because it uses leftover space on printed sheets for other projects and they would have the opportunity to print it in, like, 2 days. I didn't have nothing than a prototype and they were asking me if I could send the final printing files on the next 24 hours.
If this sounds like a crazy proposal, know that apparently I am crazy, and so is my illustrator friend Carol Sá. We worked on "game jam mode" for a whole night and the game was printed some days after it. The game was far from a commercial success, but realizing that I had the necessary knowledge to create something so quickly and with such good quality was very important.
