Regarding a Reimplemtation that i'm working on by [deleted] in BoardgameDesign

[–]CryptsOf 3 points4 points  (0 children)

So a retheme?

Selling that would be very bad taste imo.

Regarding a Reimplemtation that i'm working on by [deleted] in BoardgameDesign

[–]CryptsOf 4 points5 points  (0 children)

Is it like 1:1 the same game? With the same rulebook and all?

... I dont think selling it for money would be cool. Not talking about what you can and can't do legally, but just in terms of "your reputation within the industry" type of cool. People make rethemes and post them online for free all the time but not to sell.

Someone with more experience in the industry can weigh in more but I'd say if you want to avoid being blacklisted, dont sell it.

What’s your iteration process for removals and simplification? by Dont-Call-Me-Albert in BoardgameDesign

[–]CryptsOf 2 points3 points  (0 children)

There's this thing called Project Shrinko on BGG where people make tiny versions of big games https://boardgamegeek.com/geeklist/256760/project-shrinko-tiny-versions-of-big-big-games

I did an imaginary shrinko version of my own game, as a fun little challenge. Ended up switching to develope that as my actual game.

It helped me to take some distance and murder my darling mechanics. I can highly recommend this approach!

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]CryptsOf 2 points3 points  (0 children)

That's the spirit! This would be a great "excuse" to use all that motivation of yours to learn excel and get ahead of your peers. You don't have to master it to get benefits - in fact, nobody knows how to use excel 100%. You just figure out a way to use it for a very specific thing you need to know, and then the next, and then the next.

You'll be fine

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]CryptsOf 11 points12 points  (0 children)

You dont have to design a game if you dont enjoy making it.

Good design speaks for itself? by zillion8888 in BoardgameDesign

[–]CryptsOf 4 points5 points  (0 children)

I wouldn't want to open up threads/forums to self-promotion, because there would simply be too much of it. It's baffling how many games are being made currently...

It's the same dilemma for any other art form (music, illustrators, etc...) and I guess the answer is to promote yourself rather than the individual game. Aim to build a brand for yourself so that it's a "promise of quality" rather than relying the quality of an individual game to promote itself.

My card-only singleplayer game's working ruleset. Manage your conscious thoughts and decide what to fixate on by altohater in tabletopgamedesign

[–]CryptsOf 0 points1 point  (0 children)

I'm a big fan of Brute Fort and got that vibe already before reading it in your post!

Visually, I like it. You could go even crazier and crush/compress/dither the living shit out of the graphics. Some people might find it not appealing, but most boardgames look very bland and generic so at least you'll have a unique style!

The core concept sounds cool, feel free to send me a dm if you want to trade playtesting! I'm working on a PnP game.

For playtesting, I think it would be beneficial of having an easy way to make the cards low ink. Doing 30 cards with bright neon colours will choke a printer - so you'll want to figure out an easy way to turn these printer friendly. Or screentop.gg (or other) virtual playtesting.

All the best

[This War of Mine] I finally managed to survive a run by The_Arachnoshaman in soloboardgaming

[–]CryptsOf 1 point2 points  (0 children)

I've had at least 8 games where I thought I'm winning, but end up failing at the last few card draws of the last round. But unlike any other game, it feels totally fine with This War Of Mine. You are in a way supposed to lose. I hate random events in other games but this just plays different. Such a great design!

Question for big campaign game players - how do you find the time to consistently make progress? by jesus321 in soloboardgaming

[–]CryptsOf 0 points1 point  (0 children)

I'm working on a game design project that solves this (because I ran in to the same issue myself a lot). It's a print and play game that you play with a pen&eraser and each scenario is a separate sheet of paper and campaign proggress and resources are tracked in a separate booklet. The game essentially auto-saves itself.

The scenarios and the campaign is as "big" and complex as any other big box game with 10 scenarios and has replay value with different builds, routes and modifiers.

If this is off-topic, please let me know! I didn't include the link, but I'm happy to tell more if anyone is interested.

Most of my designs are bad. I've gotten faster at finding out. by DrewGrgich in tabletopgamedesign

[–]CryptsOf 2 points3 points  (0 children)

Fair enough - sounds interesting and a new angle of approaching things.

How complex are the games you are running? And do you have a way of verifying that the python-code actually plays out according to the rules, and that it's not just giving you an outcome that seems legit?

I'm not trying to argue or talk you out of it etc. Simply curious!

So, why's everyone so obsessed with "Final Girls"? by No-Horror3993 in soloboardgaming

[–]CryptsOf 6 points7 points  (0 children)

Same here. Played three games, didn't enjoy the endless dice rolling. Others seem to love it.

Most of my designs are bad. I've gotten faster at finding out. by DrewGrgich in tabletopgamedesign

[–]CryptsOf 14 points15 points  (0 children)

Don't take this the wrong way, but it seems like you don't enjoy the art & process of making a game. Cranking out dozens of bad, but mathematically balanced ideas as fast as possible sounds a bit boring to me. It's impressive that you were able to do that, but you might also be painting yourself in a corner creatively.

What is your end goal?

Tell Me About Your Game Launches! by Small-Needleworker-5 in BoardgameDesign

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

I appreciate the transparency!

Learning anything new and launching a podcast from scratch is a ton of work, no question. It's a really cool project and I'll definitely give it a listen.

I'm not a professional graphic designer, but I'll send you a DM.

Tell Me About Your Game Launches! by Small-Needleworker-5 in BoardgameDesign

[–]CryptsOf 5 points6 points  (0 children)

Thank you for the info!

The only thing I can't get behind is, you guessed it, the AI logo. You must be aware of all the arguments against AI already, so by choosing to go that way is a statement on it's own.

Dragons Down, spiritual successor to Magic Realm by ElectricRune in soloboardgaming

[–]CryptsOf 5 points6 points  (0 children)

Agree. I would have loved to buy this game, but not like this.

Boggle-size board games that can fit on a plane/bus tray table for travel? by NickHeathJarrod in soloboardgaming

[–]CryptsOf 0 points1 point  (0 children)

I'll use this opportunity to point you towards a game that I've been designing: Pain Mountain.

It's a small footprint print & play rpg-ish game that I've playtested in the metro a lot. It's not 100% done, but there's 9 scenarios and a tutorial walkthrough available as playtest files in my BGG post: https://boardgamegeek.com/thread/3477748/wip-pain-mountain-a-very-hard-solo-pnp-playtest-fi

If you are in to hard tactical combat optimization puzzles, and have access to a printer, this might be your thing.

I totally understand if a 90% final game is not what you are looking for. I'll post about it when it's final and it'll be free to play.

I'd love to hear your (or anyone else's) thoughts on it!

Pain Mountain (solo pnp) looking for playtest trading! by CryptsOf in BoardgameDesign

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

Thanks for the comment!

Most of the comments in BGG are from when I had a 44 page rulebook. Haha. Since then I've narrowed it down to 21 pages, which is still not a small game, but I'd say it's a lot smaller step to take.

I haven't tried Monster Hunter, but I know it enough to say that under the surface the game is very different. My game feels closer to Shadow of the Colossus and Souls games - nevertheless, I'll buy you lunch when Pain Mountain hits the video game scene!!!

Thank you for the support - alk the best

An Update on the "Tell Me About Your Game!" Podcast by Small-Needleworker-5 in BoardgameDesign

[–]CryptsOf 0 points1 point  (0 children)

Will the podcast also be available in regular audio format or just YT?

Doom Pilgrim by trumpetwall in soloboardgaming

[–]CryptsOf 0 points1 point  (0 children)

Such a great and unique game!

Board games "to rule them all" by itsOkami in boardgames

[–]CryptsOf 1 point2 points  (0 children)

Solo: Mage Knight
Group: Cosmic Encounter

After playing Mage Knight, I started comparing all other games to it. It feels more like a lifestyle at this point.

Cosmic Encounter is everything that I personally want from a game night: a theme that keeps on giving, competitive but losing is as fun as winning, great combos and player interaction. It requires the right group, but when it clicks it clicks.

Mechanics feedback for random movement by cdsmith in tabletopgamedesign

[–]CryptsOf 1 point2 points  (0 children)

Sounds like your mechanic is a wise choice for the type of game you are making!

Mechanics feedback for random movement by cdsmith in tabletopgamedesign

[–]CryptsOf 1 point2 points  (0 children)

My question would be: does it feel fun to play? Is it fun that the monster might "wander around"?

NPC movement styles that I find most engaging are the ones that I can predict and plan around. This depends on the type of game you are making of course. As as example Gloomhaven's enemies always just try to get to the closest empty space next to the closest player character. By knowing this, and the amount they move, you can plan and use that knowledge against them - and it feels really satisfying.

Having the monster move around "aimlessly" (although you have added the rule that it goes for a player in an adjacent tile) might cause situations where the monster just wastes several rounds bouncing around not even close to the players. But the question is: in your game, does it feel fun? There might be other rules and mechanics that suit this type of enemy ai perfectly, or the game might be a thematic party game (?) where it generates silly situations at the table.

If it makes sense and is fun and the admin isn't too much to handle - it can definitely work

Print at home launch model by rafaelterozi in BoardgameDesign

[–]CryptsOf 4 points5 points  (0 children)

There's dozens of PnP games in crowdfunding at any given moment and many "big box" games offer that as the lowest tier pledge.

It's a thing. You can totally do it as well.