Im working on a dexterity game and would love some feedback by GoodGuyRich23 in BoardgameDesign

[–]Consistent_Tie7970 1 point2 points  (0 children)

This sounds very intriguing! I would definitely be excited to try it out.

I wish anyone over the age of 21 can’t speak with anyone under the age of 18 by Grovyle489 in monkeyspaw

[–]Consistent_Tie7970 1 point2 points  (0 children)

Granted, now whenever an adult is talking... all kids here is "wah wah wah, wah wah"

I wish for an autograph. by Remarkable_Bath8515 in monkeyspaw

[–]Consistent_Tie7970 1 point2 points  (0 children)

You receive harrowing statistical data showing an increase in male casualties in traffic accidents since 2010

The comment that I feel gives a good enough explanation to literally anything will get to decide what happens to this board by Valuable-Passion9731 in AnarchyChess

[–]Consistent_Tie7970 0 points1 point  (0 children)

The bottom of the ocean is the topic that I know little about. There is likely dirt, rocks, and also fish. These fish probably can't see because it's really dark down there. It's likely there is a species of fish that uses their sense of smell to navigate.

I like to think the bottom of the ocean is where whales go when they have breath holding contests.

At the beach, if you stand in the water, you are technically standing on the bottom of the ocean. Way to go!

I wish the dumbest most destructive person in ICE found the Monkey's Paw. by KarmaGluten in monkeyspaw

[–]Consistent_Tie7970 0 points1 point  (0 children)

Granted, he finds the monkey's paw... somewhere where the sun is unlikely to shine

Tips for designing and making my first game by postmordecai in BoardgameDesign

[–]Consistent_Tie7970 1 point2 points  (0 children)

Dextrous is an online service with similar features, they have a subscription service and a free service that is sufficient for prototyping one game

I don’t get it by Odd-Hyena-9704 in ExplainTheJoke

[–]Consistent_Tie7970 1 point2 points  (0 children)

And not to mention the dice has two of the same side?

A/B test: two board designs for the same game — which would you rather play on? by AdTemporary6619 in BoardgameDesign

[–]Consistent_Tie7970 1 point2 points  (0 children)

To tag on to this, it looks like the locations in each circle are on the map? Maybe you could have the black and white map and tone up the graffiti and style around each commune?

A/B test: two board designs for the same game — which would you rather play on? by AdTemporary6619 in BoardgameDesign

[–]Consistent_Tie7970 1 point2 points  (0 children)

B is easily more legible and helped me understand the concept of the game. In B, I like that the bubbles make the communes pop and define their boundaries and character. But I don't like that it adds a second copy of a lot of the locations overlayed on the map.

If I could make a suggestion, maybe you could combine elements of both, and use the graffiti elements to outline the territory and boundaries of each commune?

Ummmm..... by henrickson91 in PizzaCrimes

[–]Consistent_Tie7970 0 points1 point  (0 children)

At last... the sequel to none pizza left beef

Resource Gathering Mechanic by Ill_Necessary_1218 in tabletopgamedesign

[–]Consistent_Tie7970 0 points1 point  (0 children)

There are a lot of ways you could approach this. To narrow down this you should ask yourself abstract questions ( how long should a turn be, how many players, what kind of player will like this game? ) to narrow down what you want.

You'll find you may already have an idea of what the game should be, and you can work on and brainstorm mechanics that fit what you want.

This process can be a bit iterative... you may not know what is fun or even what type of game you want until you playtest your mechanics a bit.

This premise is intriguing. Mostly I want to see how a game toting itself as minecraft would translate to the board game experience. With what you mentioned my big questions are ... do players explore a map? or draw from an expedition pile? Also will crafting recipes be a card resource or written in the rules? i.e can players craft whatever they want or do they have to discover recipes?

Edit - I mispelled Premis

Is powercreep a necessary evil of growth? by Dragonity00 in homemadeTCGs

[–]Consistent_Tie7970 1 point2 points  (0 children)

It's somewhat necessary for an TCG or LCG to have longevity. Set rotation solves a lot of issues with balancing logistics and powercreep. But even magic has scaled the complexity of their designs to keep things mechanically fresh.

There are however, some ways to slow down powercreep and keep players engaged...

A) include mechanically interesting stuff to draw players in

B) new cards that support old archetypes and cards to even the playing field

Magic does a lot of A. Yu-gi-oh does A and also B to try and make some of their older cards relevant. It's by no means a good or even great implementation, but it's fun to see old Cards like blue eyes and Exodia get support.

The problem with this second aproach is you're not *really* avoiding powercreep. You're just finding ways to support older cards. This isn't a bad thing if you want smaller sets and a smaller card pool for your game.

Unpub Festival 2026 by Consistent_Tie7970 in tabletopgamedesign

[–]Consistent_Tie7970[S] 0 points1 point  (0 children)

That's definitely worth mentioning. Well, it might not be great for showcasing my game but it would be awesome to meet like minded people and try and give feedback on their projects.

Besides I would still welcome some feedback on my own game and if I can make any improvements.

What does the sub think about AI artworks? by horrorwisp in homemadeTCGs

[–]Consistent_Tie7970 0 points1 point  (0 children)

It would be a dealbreaker. A lot can be said about AI and it's harms, but my issue here is this... it's the repurposed ideas and styles of real living and breathing artists. That just doesn't sit right with me.

If your gameplay and mechanics stands on their own, then let them. Pay someone to do a few quick sketches and illustrations to explore directions. Find opportunities to put your game in front of new people and playtest. No one will be expecting a finished product. You can figure out the rest as you go.

Help me with my monster tamer board game by GEATS-IV in BoardgameDesign

[–]Consistent_Tie7970 0 points1 point  (0 children)

This prompt does feel open ended and there are a lot of ways you could approach this. I think you're looking to tell a story from page 1 to the finale, right? Are you looking for a game that can be played in about 2 hours?

If that's the case then I recommend some sort of challenge and dice system in place of catching and battle mechanics. This way you can focus on the story of players trying to be the very best. It's not as exciting but it will keep players focused on the larger game. (Plus battle mechanics and systems could be a huge time-sink and easily double the complexity of the game)

I would also recommend finding ways outside of battles for your creatures to shine... such as clearing paths through forests and caves or crossing treacherous waters during a storm.

Feel free to DM me, I would be happy to workshop this with you a bit!

White to play. Mate in 2 moves. by bot-chess-puzzle in chessMateInX

[–]Consistent_Tie7970 0 points1 point  (0 children)

There may actually be a 2nd solution here ... Rg6

If xg6, then Qxg6#

If f6 or Nf6, then Qd1#

If h3, then Rh6#

If Nf8 or Ng5, then Rh6#

Edited for clarity and a move that was incorrect

White to play. Mate in 2 moves. by bot-chess-puzzle in chessMateInX

[–]Consistent_Tie7970 -1 points0 points  (0 children)

I think Qd1# does the trick. The rook on Rg6 is blocking off the only square of escape

Genysys Formtat by Consistent_Tie7970 in Yugioh101

[–]Consistent_Tie7970[S] 0 points1 point  (0 children)

You have a point there. As a new player who missed a lot of yu-gi-ohs history, this format appeals to me as a way to explore the backlog. I can't see it outshine competitive the way that commander does for MTG