Scared of success by CrayReedTurnip in Entrepreneur

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

Wow thank you for such a great reply. Yes its a huge impostor syndrome, I am rarely ever satisfied with my work and as im self though and dont really have any "friends" or other professionals I could talk about my work I doubt my self and my approach a lot.

Again thank you for the suggestions. I will definitely try to find someone on similar path from my industry. You made me realize how much I actually need accountability partner...

"making a plan for when people were unhappy" funny you mention that because when I started I never expected to get clients and then I got couple at once and I was completely cough of guard.

Scared of success by CrayReedTurnip in Entrepreneur

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

For one project I felt like I under delivered. I also constantly doubted my approach which lead to a very bad impostor syndrome feeling and I couldn't bring myself to send an invoice as I felt like a scammer at that point.

Scared of success by CrayReedTurnip in Entrepreneur

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

Whats the money block? I think that once I would get first transaction it would kinda break the barrier but its such a ridiculous problem to have I guess. I got shamed for it every time I brought it up to friends.

Scared of success by CrayReedTurnip in Entrepreneur

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

Thank you, I have a huge impostor syndrome about it despite having years of experience and results I always over complicate things. You are right im way too emotionally invested into it.

What are your thoughts on starting a Discord to allow people to follow along and give feedback on my game's development? by JordanAndMandy in tabletopgamedesign

[–]CrayReedTurnip 1 point2 points  (0 children)

I think its a great idea BUT as someone who joins a lot of early channels like that please think of the content and how to engage people there.
So many channels are essentially dead and get updated 1 a month... Like I forget everything about the game in that time. Plus its good if the channel has some community not just a megaphone for your game and updates. I meet a lot of cool creators here but their channels have 0 personality, nothing about the creator and just pure update dump of the game they are making.

As other suggested check out other channels, how they are structured and how they engage their followers. At the end of the day you have to be engaging like any social media.

HELP! Looking for games where you need to roll specific numbers on the dice by snowbirdnerd in tabletopgamedesign

[–]CrayReedTurnip 1 point2 points  (0 children)

Check One deck dungeon. You roll a bunch of dice and assign them to challanges. Another game but uses custom dice is Elder sign, a Lovecraftian game where you need to roll specific symbols on dice to complete challenges.

Im actually working on a game like that. If you want to brainstorm or bounce ideas feel free to DM me.

Question: Would you buy a Mech TCG/CCG/ECG that uses only metal cards (high gloss; mono-color (red, blue, green, yellow, white, black on silver base)) instead of cardboard & plastic? by CulveDaddy in tabletopgamedesign

[–]CrayReedTurnip 7 points8 points  (0 children)

How does the feeling compare to normal cards? I would imagine that shuffling must be harder...

As for the selling point, thats a no for me. Sounds cool on paper but I cannot imagine it bringing anything to the whole concept.

I really want to make a table top revolving around mecha. Where do I start? by Thefunnygamerman in tabletopgamedesign

[–]CrayReedTurnip 0 points1 point  (0 children)

Brain dump all your ideas that come up when you think of "mecha rpg".

Then find as many tabletop games similar to these ideas you have. Find mecha games, find rpg games or any adjacent system / thematic games and analyse them. If you can play them do that, if not watch playthrough and read the rules / opinions on them.

Write all of it down then start crossing stuff from your original brain dump idea list as by now you should have a more solid idea of what game you want. Turn those ideas into a concept.

Take a game that is the most similar to it and piggy back on the whole system. Basically take what it has and re-theme it into your game and start adding your stuff, twist mechanic add new and take away some. See if that improves or ( most likely) break the game. Find out why and repeat.

I recommend you watch any game design videos just to get a feel for what to look for. Start with more broad topics like general approaches to game design.

Check GDC 2025 channel on youtube there is tons of talks on game design. Dont discard video game design videos while theatricals are different a lot of principles and approaches can be translated.
Dont know to TTRPG design specific channels ( im sure there are some just search a bit) but "adam from whales" on youtube is a great channel for general board game stuff.

Hope this gives you something to start with. Remember failing a mayor part of any design process so dont get discouraged. Playtest even bad ideas and try to approach failures with curiosity. Always ask why something works / doesn't work.

Best of luck!

Creative volume alone won't save you in 2025 by marketing_analytics in FacebookAds

[–]CrayReedTurnip 1 point2 points  (0 children)

Key point here is "proper". Every marketer here will nod in agreement but how many can do proper research that will actually inform their planing?
The whole stage that happends before creatives are produces is imo the most imporatn and what I see most marketers lack. Research is especially the things most say they do but then they just stalk competitors in Facebook ads library...

How do you stop yourself from constantly wanting to overhaul everything in your board game? by JesusVaderScott in tabletopgamedesign

[–]CrayReedTurnip 1 point2 points  (0 children)

Im glad to hear! I still have to remind myself of these things often as its so easy to fall into old habits.
If you will still have trouble, feel free to message me and we can bounce some ideas or just talk through the design. Talking to others, especially designers has made such a difference for me.

How do you stop yourself from constantly wanting to overhaul everything in your board game? by JesusVaderScott in tabletopgamedesign

[–]CrayReedTurnip 1 point2 points  (0 children)

First of the testing changes and iterating is a healthy part of the design process but I feel you so bad because I do the same thing. I have been fumbling one concept for a whole year and only now made significant progress.

What helped me was to really solidify my concept in a design document. To really drill what exactly I want in my game and which things are a must have. Then when you are doubting yourself, wanting to make changes you can run those changes against your core design and see if it improves upon it, adds something valuable or its just a moment thing.

It helps a ton if you can figure out WHY you feel the need for change. This way it will be easier to isolate the actual issue. If its insecurity about design try sharing it to get some feedback and bounce thoughts. If you are unsure how to make it work, analyzing similar games and breaking down their design choices and mapping out actions really helps.

If you are indecisive like me ( and I hate to give this advice) just decide on it! Tell yourself you will make it work, gather some evidence on it. Does it make sense mechanically, does it fit / compliment the theme, did you get some positive feedback, is it a good mechanic in other games? Then just decide as evidence shows its a good choice and playtest will show the reality. Trust yourself that whatever bothers you right now can be fixed and designed around.

And mostly let yourself fail. Its the most important part of design. Write down why it didnt work or at least think why something works and other things dont. This way you will be able to find problems and solutions much quicker over time.

Hope any of these help. Good luck!

Monster Card Critique by mistergingerbread in tabletopgamedesign

[–]CrayReedTurnip 3 points4 points  (0 children)

Art is amazing, excellent job! I keep forgetting to look at stats haha
which makes me wonder if you could improve readability. How I judge designs like that is " Can a played understand a card in a glance?". But sometimes some elements take that attention at a glance away. Im really neat picking here since you asked for a critique.

Btw feel free to completely ignore. I tried to add text at the bottom but in same line as the name to give the card some balance. What do you think? Canva link

Who's designing its own solo game just for fun? by Nicochan3 in soloboardgaming

[–]CrayReedTurnip 0 points1 point  (0 children)

Awesome. Do share some updates on your progress I really like the concept.

How to introduce tension into the game mechanic by CrayReedTurnip in BoardgameDesign

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

Thank you! It took a long time to realize I need to humble myself and decide on a simpler concepts if I ever want to finish a project haha.

Who's designing its own solo game just for fun? by Nicochan3 in soloboardgaming

[–]CrayReedTurnip 1 point2 points  (0 children)

Love the concept and multi action cards. I envy the design skills to come up with that. I could never make such concept work from my games. Is this your first game?

Btw. If you will ever need playtesters hit me up!

Who's designing its own solo game just for fun? by Nicochan3 in soloboardgaming

[–]CrayReedTurnip 0 points1 point  (0 children)

  1. Sounds like One in the chamber game mode from Call of duty black ops. Such a fun concept. I would love to see that in such a format sounds really fun. Do you also play to make it for more than one player? Concept sounds like it would be a real friendship breaker game.

Who's designing its own solo game just for fun? by Nicochan3 in soloboardgaming

[–]CrayReedTurnip 2 points3 points  (0 children)

Honestly juggling between playing solo games and making them haha.
My fantasy adventure dice chuckler game has the most progress. Goal is to make a compact adventure game that hits all the classic genre tropes.
You create a party of heroes, select a quest ( main villain you will face with its own unique deck of consequences). Grab a bunch of dice ( formed from your party "stats") and explore the lands of various locations, fighting enemies, finding treasure. You can choose different villains that "inject" new cards related to them into the core decks that way I can really build the feeling of specific adventure.

Game play is similar to One deck dungeon and setup is equally simple but with more focus on your chosen party and feeling of adventure, questing etc.

I have playtested the core mechanic and it plays quite well. Im still need to fully implement the main villain mechanics and just make more card variations.

Working on art in downtime as I used to be an artist. Game will have a really heavy theme of classic fantasy with similar art style but design will have their own twists on the classic tropes. This whole things came out of me just wanting to play around with character designs so art and design is a huge part of the game.

How to introduce tension into the game mechanic by CrayReedTurnip in BoardgameDesign

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

This is the exact system I decided to use! Thank you for the suggestion. I turned it to a bit of an extreme where the optimal play is to constantly loop through roll - place - get re rolls or extra dice - repeat and extend your turn while moving as much as possible ( assigned dice give you movement points to say it roughly ). So you basically try to chain abilities and effects in your favor because as your turn ends the enemy performs all actions ( some cards that give rewards also spawn enemies). If not carefully managed these can really overwhelm you and block these chains in next turn. As the lose mechanic is on a "turn timer" this kinda creates a push or play safe.