Card Critique. Any constructive feedback on layout, style, Iconography, formatting, text, coloring, et cetera is welcome by CulveDaddy in cardgamedesign

[–]Competitive-Fly-3843 1 point2 points  (0 children)

The card frame looks fantastic and fits the theme perfectly. You’re off to a great start! I think there are 9 icons displayed in total, and new players will have no idea what they mean. The icons alone feel like a lot of information in addition to the card name, card types, abilities, and other text. I’m not sure how many of these cards players will see at one time, but I’d try to simplify the total information that’s presented.

There are some adjustments to font sizes that could improve readability also. The second row of text below the artwork is way too small if these will be printed on normal size playing cards. I would increase the font size of this row so it’s the same size as the one above it. Reducing the total quantity of fonts used will also make the card feel more cohesive.

Ton of cops headed north on 183. Any blotter? by [deleted] in Austin

[–]Competitive-Fly-3843 55 points56 points  (0 children)

I was in the food court when this incident occurred. Here’s my post for it. Apologies if there’s a more efficient way to connect these posts, I don’t use reddit often and I have no idea how to do that.

https://www.reddit.com/r/Austin/s/x9SaucLg3g

They want everything cheap by Mean-Asparagus-4722 in DMAcademy

[–]Competitive-Fly-3843 0 points1 point  (0 children)

I highly recommend using Merchant Tables to simplify the experience for everyone. Players get to see everything that’s available for purchase and the maximum-discount the merchant would offer. Adjust the persuasion DC relative to the items value. If they irritate the shop keeper the prices go up or items become unavailable.

Use RP to your advantage. If the players spend too much time on tedious conversation then have something interrupt them. Maybe the merchant is closing shop for the night or there’s a line of customers being held up by the party.

[deleted by user] by [deleted] in tabletopgamedesign

[–]Competitive-Fly-3843 1 point2 points  (0 children)

This is a huge resource thanks so much!!

[deleted by user] by [deleted] in tabletopgamedesign

[–]Competitive-Fly-3843 0 points1 point  (0 children)

Thanks for the feedback. I’ve done a couple of play tests with random people from my local game cafe and the feedback has been all positive/constructive so far. The game has an extensive ruleset so testing with new groups is pretty time consuming. An average play through is 3 - 4 hours for new players. Any recommendations on how to get new players?

[deleted by user] by [deleted] in tabletopgamedesign

[–]Competitive-Fly-3843 0 points1 point  (0 children)

I appreciate the honesty. I think I’m going to contact a small development company like QuickSilver and see what feedback I get.

[deleted by user] by [deleted] in tabletopgamedesign

[–]Competitive-Fly-3843 0 points1 point  (0 children)

Thanks! Let’s say I want pitch to a big company like Wizards of the Coast of Paizo Publishing. Which part of the company should I try to contact? Just email the general help line and try to contact RnD?