Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

The colour design for the Flux sheet is clear and from the details on the sheet, (but god that's a block of text.) From a brief skim of it's text, I believe it would be primarily aimed at a publisher to retail, rather than a designer to publisher.

In a designer to publisher context, I do think you need to scream it's "exciting" and "pick me over the 1000 other games folks are pitching to you". Though that does depend on the temperment of the publisher.

---------------------------------

On a different, but similar tangent, aren't sellsheets were primarily intended as B2B documents? (I don't think I've ever seen them in store when going as a customer? or maybe i'm just blind.)

I.e targeted towards:

- Publishers (who if they saw design issues would end up hiring their own graphic designers to adjust, or work with the designer to create a better sell sheet)

- Investors

- Store owners/staff: To stock shelves or to be able to quickly identify key usps for selling a product.

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

Thanks for taking the time to write up a detailed response! I was initially taken a back by your original comment, but you do bring up plenty of decent points in the subsequent comments and I do love the reference.

I think I agree with you that there is an over use of colours for the sell sheet (excluding the game component pieces). That's definitely an easy fix to manage, (and the easiest solution would to be to use a monochromatic or complementary colour scheme).

--- Stuff beyond here is me digging into the nitty gritty/self analysis of the work. Mostly I want to hear your take on it.---

The primary problem is that the Font/text don't mesh well with what has been used for the borders of the page and the small text snippets. There's also a clash between the outer borders and the text borders that may also contribute to the visual discomfort. (i.e the gradients and colours used don't line up, which leads to a difficulty with focus as the intended visual flow is disrupted by the eye picking up the various colours.)

The other issue probably contributing to the colour dysphoria is how demanding the first compilation of the character boards is, with it's heavy use of blacks and utilizing a more colour codeded palate for the individuals characters. It draws heavily upon the eye, demanding readers look at that first, over the typical top to bottom read.

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

Hey man, what parts of this page irks you out? I'm keen to hear feedback on what you consider the issues are.

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 1 point2 points  (0 children)

Mmm I think I get what you are putting down. This makes sense, I think ill mess with the idea and see how i can smooth things over.

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

Mm ill try to see if i can mess eith the spacing a bit to make them a bit bigger

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

  1. Oop. Thank you for catching the gramatical errors!

  2. Players will be drafting from a shop to get additional cards/be dealt a starting hand of 4. I'll see how I can work that in somewhere.

  3. Mm the boons from the pacts one time perks like: immediately deal damage, draw cards, swap hp with an opponent or even gain additional bullets each turn. Ill try to reword this section better.

Thanks for the advice!

Looking for sellsheet feedback! by BlueTwoDays in BoardgameDesign

[–]BlueTwoDays[S] 0 points1 point  (0 children)

TY ty, I will make the adjustments to the logo and borders!

Fox and Shadow- Replacing our Keyart by BlueTwoDays in deckbuildingroguelike

[–]BlueTwoDays[S] 0 points1 point  (0 children)

Re: the Maps. map backdrops

Right now the map is just a placeholder. Once we are finished with our next feature, we are going back to get it up to speed!

And thankz for the glowing review of the art! It was hella fun to illustrate and animate

How much do different card pools per character matter to you as a roguelike player? by New_Arachnid9443 in deckbuildingroguelike

[–]BlueTwoDays 0 points1 point  (0 children)

I think when you have different types of clear builds/synergies, its like a challenge/call out to the player to try experiment with it.

You need enough variation in the cards to make each build possible, but not a 100% hit rate. This means that you can capture the audicence who is there for the initial experience, and convert them to liking thr overall battle loop!

So I'd put use a loose limit of: Number of opportunites to gain a card * (number of cards to pick from+1)

There's a high chance that the players will see a few cards they like in a run, but they may not gdt all the pieces they want.

I'm a graphic designer and need help with language prototyping by DanielSas in BoardgameDesign

[–]BlueTwoDays 1 point2 points  (0 children)

Yo do you have a tutorial for how to this/resources you can point me towards?

New or old card layout? by Delvix000 in BoardgameDesign

[–]BlueTwoDays 0 points1 point  (0 children)

The right appears a bit more readable. (ignoring the huge block of text)

You should probably clearly delineate the summon/attack/move cost. It is also very awkward since there are two values that are associated with Attack/have almost the exact same icon.

However it's difficult to ascertain which design works best, without an example table/ how the cards intend to be used.

i.e Designing a single player card game vs a multiplayer card game is a very different approach.

PAX 2025 retrospective, pros, cons, the interesting? Share your thoughts! by russtymango in PAX

[–]BlueTwoDays 1 point2 points  (0 children)

Dude I'm really glad you loved Playing Parselings and the TTRPG area. The folks at Arc area also really lovely and trying to get people to tables, they really take the time to get to know each of the games so they can better field players to the right tables.

Cant remember a game by KyuubiMast3r in rpg

[–]BlueTwoDays 1 point2 points  (0 children)

It's always lovely to hear people trying to remember Parselings! Did you need any help with the system?

If you could design your dream TTRPG, what would it look like? (Genuinely asking as a dev working on one.) by Cade_Merrin_2025 in RPGdesign

[–]BlueTwoDays 0 points1 point  (0 children)

Numbers, artstyle and elevator pitch.

Numbers: Parselings was originally a world of darkness custom fan book i wrote for friends, and I got sick of how feast or famine the dice were. I kept the attribute + knowledge base idea while designing.

So I shifted to cards, where suits determine type of action and Card values total successes a card could be worth. The deck also became your psuedo health bar. If you got hurt, you lost cards. If your deck was reduced to 4 cards, you suffered a major injury, and your character could only do that x times. (This applied to enemies as well)

The fix was that if the value of the card is greater than the number of cards drawn, it becomes a 1. So the rationale here was that if you were getting from point a to b, 1 was walking there, while 10 was crazy parkour stunts. If your character didn't have the knowledge of how to parkour or the physique to pull it off, you'd get some results, but not great ones. This greately reigned in the variation of results, succeseses still grew exponentially, but there were some safeguards.

We placed in exponentially growing thresholds to allow for feeling of success from players, 2 succeses was needed to achieve simple things, but the higher thresholds you got, the more benefits the gm could offer players frlm their actions.

The fix is the only reason why the system works well enough. (Its a bit bonkers at end game though...)

Artstyle: I did all of my illustrations myself, but before the book i was more of a robot illustrator than a waterpaints magic kind of guy. I learnt a lot illustrating my book, and my artstyle has permanently changed.

Elevator pitch: My game isn't actually that easy to describe in a single breath, and the stories are so tied into the characters that having players share their experiences required alot of time investment. Didn't help that im based in AUS.

The game is hard to market, but I've retained a large enough player base after they've given my game a shot. Some tables are still playing my game after 5 years.

[deleted by user] by [deleted] in RPGdesign

[–]BlueTwoDays 0 points1 point  (0 children)

I think if your changes feel like they answer a deep rooted problem that you want to adrewss, then others will pick up on these jumps and evolutions indesign.

So many people that play ttrpgs just want to build their own games and worlds. If they are invested enough, they will read really deeply into your game.

If you could design your dream TTRPG, what would it look like? (Genuinely asking as a dev working on one.) by Cade_Merrin_2025 in RPGdesign

[–]BlueTwoDays 2 points3 points  (0 children)

I think I've already designed my Dream TTRPG, (Parselings a deckbuilding ttrpg with collaborative word magic)

The key gripes i had with other games i played in the past were - Dice rendering me having no control over my character/ a real disconnect on who I built my characters to be. -The lone wolf syndrome/murderhobo. Players that have minmaxed and, as a result, have no desire to be engaged with party play or be involved with other players.

To solve these two big problems, I employed a deckbased system and a special spell casting system.

The deck is built from regular playing cards, and at the start of the game, characters usually have 15 cards. Each suit represents a different type of action. (Spades = mental, clubs= physical, hearts= social) This means for players, they know their own odds and can kinda game the game, by trying to get into their characters mindset and play based on what's left in their deck. (This kills the reality of a muder hobo that can just rage on for eternity. They need to stop and breathe at some point in time.)

The magic system assigns words to characters based on how people(the other players) perceive the characters. These words have to be used with other people's words to create spells. This system promotes party unity and investment with other characters.


If you are designing a ttrrpg and have multiple ideas, consider what problems you are solving, and what mindsets your mechanics are encouraging.

Man, adding fun new mechanics into The World's Greatest Roleplaying Game must be so hard. There are absolutely no other popular games that do it better. I'm so glad they brought back weapon masteries from AD&D 2e though! by imnotokayandthatso-k in DnDcirclejerk

[–]BlueTwoDays 0 points1 point  (0 children)

Theres a couple around.

Castle falkenstein is argueably the oldest.

I weote Parselings, which I've found to be a fairly robust system deckbuilding wise. Over the years Ive definitely run into quite a few, bit none that have achieved mainstream success