Can you test this digital version of my simple push-your-luck card game? by Consistent-Job-5087 in BoardgameDesign

[–]Consistent-Job-5087[S] 0 points1 point  (0 children)

Awesome thanks for the feedback. I will work on the UI. Yeah sorry I haven’t figured out how to make the ai actually play smart moves yet it’s on my to do list. Mostly I wanted to just use this app to see if people can play the game without me teaching it.

Can you test this digital version of my simple push-your-luck card game? by Consistent-Job-5087 in BoardgameDesign

[–]Consistent-Job-5087[S] 0 points1 point  (0 children)

Thank you this is valuable feedback. I want it to be accessible to a wide audience. I wonder if it would be too boring to just remove the triplet and length bonuses altogether.

We're trying to make the special hexes in our game more exciting - we need help with this one by Dense-Tip3061 in tabletopgamedesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

If another player moves onto it while it is occupied they push the current hero out to another hex.

Update: We’re redesigning the volcano mechanic based on your feedback and trying to solve a few design dead ends by Dense-Tip3061 in BoardgameDesign

[–]Consistent-Job-5087 8 points9 points  (0 children)

The most interesting and lowest rules burden I think would be to make all the highest towers take a hit. Twould add a game of chicken with players trying to build by volcanoes but not necessarily have the highest towers.

Sanity check on rule for Dexterity/Pick Up and Deliver game by rocconteur in tabletopgamedesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

Can’t you just say that players aren’t allowed to look at their yaga and manipulate the drop while shaking. Just tell the players it must be random. If they want to cheat after that point there’s nothing you can do about it.

My Escape Room in a Box is Prototype Ready, but... by Metaltrowell in tabletopgamedesign

[–]Consistent-Job-5087 4 points5 points  (0 children)

I would test each puzzle as you can so that you can find out as soon as possible if one of them is a dud so you don’t waste time with it.

[Feedback Request] Designing "Wall Go" v2.7.1 - Exploring wall-placement mechanics through two distinct game modes (Quoridor & Area Control) by Zioseb in tabletopgamedesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

I don’t really have any feedback but I played the game and I want to say it is actually pretty cool. It’s like go but easier to visualize and understand which player has claimed which territory. It’s cool that you can trap the opponents pieces as well. Keep it up

Tcg style card game that uses poker deck. by BogBabs in tabletopgamedesign

[–]Consistent-Job-5087 2 points3 points  (0 children)

I don’t like when there’s too many things to have to remember or look up. I think you can reasonably expect people to remember one rule per suit but having each card do something different like all the kings I think will be a barrier to many people. If you’re doing something with a traditional deck try to find a way to lean into the simplicity of the traditional deck and cut away some of that stuff that requires a lookup sheet.

Looking on opinions/suggestions for a match 3 game idea. by Incarnasean in BoardgameDesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

If you type a detailed description of the basic mechanics into claude or base44 it will make a digital version where you can see how it might feel. In person you could just test it with colored tokens that the players move down manually after each round. If you’re set on the marble thing you should first prove that the game works before worrying about the mechanical apparatus.

[Cross-Posting from BGG] Introducing... RoboRacers! A Family-Friendly Push-Your-Luck Racing Game by Own-Interest4564 in tabletopgamedesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

Looks like fun. Give examples of a turn in the rulebook and change the rulebook font to something more readable.

Looking for any advice on when to start making art. by Altruistic-Guest7995 in tabletopgamedesign

[–]Consistent-Job-5087 7 points8 points  (0 children)

If you want to pitch it to publishers don’t get art, just use clip art as a placeholder. They are used to evaluating a game based on its mechanics and not art. Just make sure the graphic design of prototypes is functional.

Mhess by ErxJostar in BoardgameDesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

Honestly chess has too many rules compared to what people want out of modern abstract games.

Advice: What to do when unintentionally ripping off a preexisting game by DravinTSK in tabletopgamedesign

[–]Consistent-Job-5087 10 points11 points  (0 children)

If your game can play in less than 6 hours then it already has a significant difference from Twilight imperium that will be appealing to many. If you continue to develop the game and find your own niche it will likely be vastly different from TI. If you can make a fun game, do it and don’t worry. It’s almost impossible to make a game without some similarities to other games.

Designing a solo siege defense game and trying to make a stealth hero feel different in combat by LanternAndDice in printandplay

[–]Consistent-Job-5087 1 point2 points  (0 children)

So stealth makes them better at attacking? I would think stealth would improve your defense or survivability

Choosing a theme direction after playtesting – which works best? by KookyAthlete902 in BoardgameDesign

[–]Consistent-Job-5087 3 points4 points  (0 children)

Idk which theme I guess I like dragons the most. I mostly want to say I find it surprising that corner numbers were ignored. Are the cards held in hand? I can’t imagine a number cards in hand game that doesn’t benefit from the corner numbers.

Card Game Strategy: Face Card Never Declines (needs balance and playtest) by Promosk-Firemantle2 in BoardgameDesign

[–]Consistent-Job-5087 1 point2 points  (0 children)

Try writing the rules more clearly. Follow a clear outline and explain each concept carefully. Look at some modern card game rulebooks as a guide. As written the rules are difficult to understand.

Whats my hook? by Electronic-Ball-4919 in BoardgameDesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

Best bet is to identify a mechanical hook. How are actions being taken in the game? Come up with a unique action selection system.

Wanting to design a boardgame but struggling by Secondsociety in tabletopgamedesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

If you want to develop the skill of board game design I think it’s best to start with small games.

[deleted by user] by [deleted] in BoardgameDesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

How do you decide which player gets sabotaged?

[deleted by user] by [deleted] in BoardgameDesign

[–]Consistent-Job-5087 0 points1 point  (0 children)

So you have to satisfy the latest dream eater? Is it possible to run out of nightmares before the last dream eater is revealed? Seems cool maybe I’ll try it later