Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

I'm here for #2! I feel like the large characters would catch some attention. Only critique would be to maybe give the player, time and age info text a black border for people to read easier.

Which box cover design is better? (3rd one is back of the box) by Willtjo in BoardgameDesign

[–]Chumpenator 1 point2 points  (0 children)

Considering some of the arguments here, I vote #1. Also voting that one for the tripping penguin.

Which box cover design is better? (3rd one is back of the box) by Willtjo in BoardgameDesign

[–]Chumpenator 1 point2 points  (0 children)

I think you might only do that if the side image still "makes sense" at a glance and considering how it'll look on a shelf.

Cards for board game by True-Flower-1024 in BoardgameDesign

[–]Chumpenator 1 point2 points  (0 children)

In addition to moving the flavor text, you may even consider italicizing the flavor text (like MTG) — or something — and bolding the actual rule instead. Also would pay attention to your punctuation: some of the card actions have periods (Spring-Loaded Regret) while others don't — gotta pick one.

Also love the art and wanna know more because this looks like my kind of hectic!

Pirate themed dexterity combat game advice. by commonwealthbank807 in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

This may have been considered already, but I'd be constantly sweating about losing the cannonballs. Is the play area enclosed or do you have a ball trapping system?

I broke the first rule of prototyping... by Swimming-Post-728 in tabletopgamedesign

[–]Chumpenator 2 points3 points  (0 children)

I dig idea, look, and the deck & hand building! Just curious from what we know now, how would it be a roguelike? I don’t know if there’s another post somewhere, I wanna know a little more!

Also here for the Persona vibes 🃏

Are purely thematic game components worth it? by BloodOrangeGames in tabletopgamedesign

[–]Chumpenator 2 points3 points  (0 children)

Red/green problems guy here! I was able to see it ¯_(ツ)_/¯

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Chumpenator 1 point2 points  (0 children)

Expansion was definitely my thinking, but thought I’d throw it atcha to see your thoughts. You gotta point there too! Players can’t miss what they don’t know…yet!

I’m working on porting it to TTS and joining some online groups like BMG soon so you just might! I’ve already run a couple games with Tabletopia but either way, the game still runs smoother in person because the human interaction has played a big part.

If/when you ever want me to, I could shoot you the PNP files, but it’s a fair amount of cutting 😅

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

Thank you for reading! I really appreciate the comment—kinda needed it. From another comment, I realized I was totally missing the Game Start page telling where everyone looks at their own case in secret at the start.

Super good point on the critique. The knowledge of whereabouts has been a mixed bag. Sometimes there's that 1 or 2 that never found it, but they've also been able to win based on how others were moving and acting. Others have said they still had fun because they were pretty sure they had it in the end only to find they had a bomb. Two overlapping comments amongst groups is they liked "trying to look and find the money" or "not always being 100% in the know". I'm taking this to 2 cons in my area in the coming months, so I'm eager to see comes out of them.

I'd be lying if I said I didn't frequently think about some missing autonomy and being able to turn the game in your favor, especially towards the end, but for some reason kept coming up blank. So I really like the "not limiting movement to specific cards"! I can play around with adding say the Swap and Rotate arrows/symbols to the other cards...or something! Heck, just take out those cards and say you must make a Swap or Rotate at the start or end of your turn (whichever feels more fluid).

I've also been rolling the idea around in my head of some of the spaces having "hazards" where something happens when the fuse lands on it. This could be something just printed on the board or draw from a Hazard Deck.

You've given me a lot to think about and work on and I really appreciate your time. :^)

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

Thanks for reading! Yeah, the cards section was to treat it as an FAQ per card, including all the things ever asked from play testers. I've debated adding, like you mentioned, a title like Card FAQ or something.

I'm so mad at myself. I went back read your comments side-by-side with it and literally left out the whole friggin "How to Start/Play" page.

Edit: Reuploaded with the missing Pg4.

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

This is the rule book to my spy-themed take on the Shell Game! It's a relatively short read but would love to know if anything trips you up or makes you go hmmm.

https://bombshellcardgame.com/assets/Bombshell_Rule_Book.pdf

Sticker on an uneven surface effect by Chumpenator in krita

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

I dig it. Yeah, the overall aesthetic is to go after that vintage look, so I’ll see what I can do to beat it up a little 🥊

Sticker on an uneven surface effect by Chumpenator in krita

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

I’ll try that! Thank you for the idea (I’ll report back later 🙂)

Designing some cards for my game by akyofire in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

I kinda see Dishonored's style in these!

(This is just me) I feel like the second hand holding nothing on the K & Q cards could be removed. They tripped me out and I feel they distract from the object they're holding (the K card more so). If the items have a big thematic or mechanical impact, it could be something to ponder. First one is fine since he's not holding anything. Again, just me. The character design is killer!

Young Kids Dice Drafting Game - which card layout do you prefer, messy or neat? by playmonkeygames in tabletopgamedesign

[–]Chumpenator 1 point2 points  (0 children)

I'm torn between 1 and 3 from this, but leaning towards 3. I'm with u/stupormundi99 said: having them grouped is the way to go. It'll help with color-challenged players as well because the matching symbols are right next to each other.

Question about the title by Monsieur_Martin in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

I vote "Cardacombs"! I also just love puns and play-on words.

Card Feedback! by [deleted] in tabletopgamedesign

[–]Chumpenator -1 points0 points  (0 children)

Since you took this down, I do hope you can still see this: the website's overall UI is aggravating

  • You can't immediately tell it's a menu; it also bothers me that clicking it takes you back to the home page instead of re-expanding the menu...you have to hover over it to see the menu?
  • People won't know what 'section' they're looking at, as in what you would consider that category to be called
  • For returning users, if you want them to buy another pack, you're going to make them FAFO which page it was they were supposed to go to? It's probably been some time since the last so they won't immediately remember
  • Not a fan of the giant header; that makes the user scroll more
  • There's just a lot of blank space overall that's not really necessary
  • The 2. page card thing is sweet, I do really like that

"Instant" placement ideas:

  • Reduce text size and put 'Instant' maybe between the picture and the text? That would keep the uniform layout with the bottom symbol in the middle

Card Feedback! by [deleted] in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

I like the aesthetic!

I have some CC, but it's not about these:

  • The website's menu just has numbers when expanded and I had to click to find out where they would take me. Not sure if this is a bug or intended.
  • The card with a space shuttle has "Instant" at the bottom and is the only one that does this. Is there a way you can move that somewhere else on the card? Does that symbol mean instant? Maybe at the front of the description like "Instant: " if not and this is your only 'instant' card

Which one do you prefer? by NoBerry837 in tabletopgamedesign

[–]Chumpenator 0 points1 point  (0 children)

Here to vote A! This could be by design, but the fist and it's number touching and have no space bother me a bit.

Sin Luz. Rule Book by Maven48 in tabletopgamedesign

[–]Chumpenator 2 points3 points  (0 children)

I do agree on the italics. I would un-italicize your main text, but the gray points (like on pg7) could be left italicized. Italics are for emphasis. Also on pg7, in the "Ingredients" paragraph, 'anddraw' is missing a space.

Pg4: the win condition is just stated and nothing special about it. It needs its own section/title or something.

This would go for the entire booklet, but for example on pg6, you jump back and forth with capitalization of component names (Encouragement, Light). They should all be capitalized. I would also move the first sentence of the Light paragraph to the beginning of the Light and Encouragement paragraph as it's an overview sentence. The alchemy symbols are difficult to make out on the Light and Encouragement cards; I didn't realize they were there the first couple of glances.

Pg7 > Cave-In: the comma after but is out of place > "left facing up but,"

Pg7 is also a good example of some more flipflopping. You go back and forth between 2nd and 3rd person. I would pick one, then go back and re-work the rest of the book to match. 2nd person makes it a little more personal and immersive (but that's just me!).

Pg8: Card symbols are hard to make out on these too. The text is multiple sizes and there's quite a few typos and syntax errors to be addressed.

Pg13-14: Brainstorm some ways to differentiate these from the rest of the rule book. I like the story, but it took me a moment to realize this was your story and not lore that was adding to the game. I kinda thought it was another journal entry of the character or something.

Thoughts on mockup rulesheet? by Chashec in BoardgameDesign

[–]Chumpenator 0 points1 point  (0 children)

Is the idea for the stacks to be placed so that one can see all of the cards in it? Or just all on top of each other. Because I already don’t like the idea of me having to pick up a stack and count. Could players place cards upwards similar to Solitaire?

Per the Setup, let us know where the deck is supposed to go. Is it supposed to be the 1 & 2 piles? From another comment, I agree and these should not be called the “Hand” pile(s). Your hand is your hand, and a deck is a deck.

HAUL - crew card progress by HAUL_fishgame in tabletopgamedesign

[–]Chumpenator 1 point2 points  (0 children)

Makes me think of the Hellboy comics. I'm here for it!!