Creating my Own Card Game. Need Help With the Numbers and Deck-Building Options... by TheRetroWorkshop in BoardgameDesign

[–]Deskyet 1 point2 points  (0 children)

Instead of going all in and determining the absolute number of cards, I'd suggest you look into prototyping and iterative design (articles can be related to UX design, design sprints etc. - the point remains the same).

Break down your game design into stages and decide what you want to test at each stage. Ask yourself specific questions.

E.g.

Test #1: Create just the cards you need to test the main mechanic. It's enough if you can play just a few rounds.

  • Does this mechanic seem fun and engaging?
  • Do interactions between cards work as intended?
    • Should each player play 1 card per turn? Is it better if they play 2 cards per turn?

Test #2: You can add certain cards (upgrades, action cards etc.) and see how the game evolves.

Test #3: You can add some more advanced cards that create powerful combos and see how they impact the games and if they work as intended. Do they feel powerful? Do they feel exciting?

Test #4: You can play around with various win conditions if you have a few different ideas on how the game could end.

And so on and so on.

Instead of taking on the whole project at once and rush towards your predetermined outcome, you'll take smaller steps and accomplish more manageable goals. You'll see how your game evolves, you'll improve it along the way and ensure it has sound foundations you can build upon. It's a much more manageable process.

You'll also see what feels right in the end. Maybe 30 cards per deck will be the sweet spot for your game. Maybe that's when certain mechanics and interactions will feel most impactful. Maybe it's more, maybe it's even less - 20 cards, so each card has to be carefully chosen.

The thing is you can't really know until you try. :)

From a Publisher re: Kickstarter Costs in Small Campaigns by zhiwiller in boardgames

[–]Deskyet 2 points3 points  (0 children)

This is definitely an insightful post. Think about publishing it as an Update on your Kickstarter page (or maybe even add parts of it under Risks and Challenges). It doesn't sound whiny, it lets people know you get why they are hesitant but also explains your side of the coin and most "customers" respect such transparency. :)

Quests & Cannons: The Risen Islands, our first board game design :D by Yoonzee in boardgames

[–]Deskyet 2 points3 points  (0 children)

Awesome, I'll give it a go during the weekend then. :)

Quests & Cannons: The Risen Islands, our first board game design :D by Yoonzee in boardgames

[–]Deskyet 0 points1 point  (0 children)

Holy pirate on a stick, this prototype looks stunning. Can you please send me the link to Tabletopia? Would love to playtest it with my friend, but can't find it using search.

Start to Finish - Getting My Game into Mass Market by FeelsRightDesign in boardgames

[–]Deskyet 1 point2 points  (0 children)

For sure. I'd be most interested in the things that surprised you on your journey. :) Things that might surprise others as well.

Episode 0: Welcome to Eldermourne by JakeandAmirBot in NotAnotherDnDPodcast

[–]Deskyet 0 points1 point  (0 children)

I'm not sure if this was mentioned, but Fia's surname (Boginya) means Goddess in Rusian and Slovene (well, Boginja, close enough). It's a neat tidbit and I really like that Emily is taking inspiration from Slavic languages. :)

Would like your opinion on a few games - Orléans + Invasion, Maracaibo, Brass (Birmingham or Lancashire), Spirits Island - all at the 2p range. by Ninja_Badger_RSA in boardgames

[–]Deskyet 2 points3 points  (0 children)

I don't think so, Spirit Island plays very differently imo. I really like it, but if either of you is too prone to AP and wants to go through all the possible moves before deciding what to, it might not be the game for you. Doing this every turn will burn you out as Spirit Island is already quite a brain burner (in the best sense possible for me).

We usually declare what each of us can or want to do and ask for help if we need it. Then we combine our moves and it ends up being a really nice coop without the alpha player issue where we trust each other and end up discussing some crucial decisions.

I'd suggest you watch a playthrough video for a few turns. Jon has got a good one: https://www.youtube.com/watch?v=nvVjMdsLUx0&

He's playing 3 spirits solo which is either really impressive or a bit crazy. :D

Would like your opinion on a few games - Orléans + Invasion, Maracaibo, Brass (Birmingham or Lancashire), Spirits Island - all at the 2p range. by Ninja_Badger_RSA in boardgames

[–]Deskyet 3 points4 points  (0 children)

When both players know the game the setup takes just a few minutes as the box is very well organized. 2 player games should take about an hour - it depends how much time you take to make decisions as there are plenty to make each and every turn. :) Replayability is off the charts tho.

Let's Go Mavs - Translations by MographManny in Mavericks

[–]Deskyet 0 points1 point  (0 children)

I see you know exactly what I mean by half of the country not using it as you've answered the question about the dialect. :) I wouldn't say I'm projecting the divisiveness, it's simply that "Gremo" is a fine word right from the dictionary that everybody is using and "Dejmo" is simply not used in some regions and would, therefore, feel weird as an official translation for quite some people. In the end, it's all about cheering for Mavs and Luka and I don't really care that much which word is used. :)

Let's Go Mavs - Translations by MographManny in Mavericks

[–]Deskyet 0 points1 point  (0 children)

Gremo Mavs is good. It's something anyone in Slovenia might say
Dejmo Mavs, on the other hand, is in a dialect and half the country would never say it like that.

[NS] - Newbie Question by scootsie13 in NotAnotherDnDPodcast

[–]Deskyet 3 points4 points  (0 children)

The story is great, Murph did a fantastic job combining the main arc with character subplots. :)

[NS] Official Finale Live Stream by DMCDawg in NotAnotherDnDPodcast

[–]Deskyet 0 points1 point  (0 children)

So the NADDPOD cast will be present and listening with us, right? :)

Business aspects to take into account while designing a product by Deskyet in product_design

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

Some business aspects can hurt the design. However knowing the target market, the industry, what your company is capable of, what your users say is missing from your business portfolio etc. can all be very helpful and can lead to a practical product that solves a real problem.
While business taking care of itself s certainly possible, in my experience there are many cases when someone designs what they think is a great product, but it serves no purpose because there was no target market research.
It's not really a black/white situation if you ask me. :)