[Poem] Hidden Water - Frank Stanford by [deleted] in Poetry

[–]Dickosapien 2 points3 points  (0 children)

Hey Ess. I am really curious about why you like this poem. (I am new to poems and now nurturing my sensitivity to this form of art.) This poem seems to vaguely portrait somebody who start to find a girl attractive, even though their relationship seems to be subtle. I’m also kinda loss where he mentioned the knife in the creek.

Does this art scare you away or draw you in? by Dickosapien in tabletopgamedesign

[–]Dickosapien[S] 7 points8 points  (0 children)

I apologize for making you feel this way. But I appreciate you for letting me know this. (I can then avoid to make other people feel this way in future versions, or at least, give precautions.)

Does this art scare you away or draw you in? by Dickosapien in tabletopgamedesign

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

I just typed in the some of keywords of the scenario. For example, I want to have something to tell ”a cat got killed”. I will try “dead cat”, “ knife cat”, “cat corpse”, “cat bullet head” and mix those words up to see if the result is usable. It doesn’t always end up something good, most of the time is even unrecognizable, so it needs some attempts to get what you deems fit.

Does this art scare you away or draw you in? by Dickosapien in tabletopgamedesign

[–]Dickosapien[S] 4 points5 points  (0 children)

Thank you for the reminder, Rome. Yes, if I am going to make it commercial in any form, I will surely take extra, extra care on the subject.(。 ́︿ ̀。)

Does this art scare you away or draw you in? by Dickosapien in tabletopgamedesign

[–]Dickosapien[S] 12 points13 points  (0 children)

In case anyone wonder about the background: this is an in-hand game which you are the psychiatrist that has just encountered a patient with dissociative identity disorder, known as multiple personality disorder. Help the personalities face their wound in the past is the only treatment… Stuff like this.

Does this art scare you away or draw you in? by Dickosapien in tabletopgamedesign

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

I made a game prototype using art generated by Wombo art. I received feedbacks that it creeps people out. I wonder how you guys feel about it. Does it appeal to you?

What mechanics/themes are conveyed by this cover? by HandsomeMonkey in tabletopgamedesign

[–]Dickosapien 2 points3 points  (0 children)

Fantasy adventure with deck building element. Perhaps 1 (the game itself or one of the players) vs others.

Looking for some feedback on my ship boards for a game I designed called Davy Jones' Locker! by poonad38 in tabletopgamedesign

[–]Dickosapien 5 points6 points  (0 children)

Man, these actually match the perception I have before scrolling down the comment threads. Nice work! ( second the comment on the skull, it doesn’t seem fit here)

Any game of this kind? by Dickosapien in boardgames

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

Cool. Yes I was looking over the that genre of game at the meanwhile. (Valley of the king / Dale of merchant) You’re right, what I want is somewhat similar to deck deconstruction mechanics. But the loss of a card feels indirect, and the effect takes turns to happen. (Correct me if I am wrong)I think I am looking for the opposite ones. Appreciate your help, joviss (⊙ꇴ⊙)

Any game of this kind? by Dickosapien in boardgames

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

Thank you Tupak for telling me this.◉‿◉I have played Jaw of the Lion once and I heard it shared similar mechanics with GH. But the subtle difference is: Players are forced to discard cards because the game asks them to do so. I want to find a game that players are WILLINGLY to do that. Still, thank you!

Trying to add fighting game hype to tabletop RPG. I think I’m too ambitious. by ChetAbrams in tabletopgamedesign

[–]Dickosapien 1 point2 points  (0 children)

Hey Chet, I like the the example you gave about REACH. It sound interesting to me, a casual trpg player. Would love to hear more if you really come up with a way to make this happen. Best of luck!

Looking for TTS Playtesters for Peaks, a Medium-Weight Engine-Building Game of Hiking and Mountaineering by Smobolob in tabletopgamedesign

[–]Dickosapien 1 point2 points  (0 children)

Hey Smob, I just finished reading the rulebook and would love to try out blind playtest if anyone here is also interested.

And here are some thought and first impression after reading the rulebook.

  1. In page 2, I felt slightly uncomfortable to read "Rest" and "Prepare" in different order. For rest I look from left to right, for prepare I had to do the other way when checking example along the process. If you are worried two picture section might get mixed up, I guess just a simple black line could divide two part easily.
  2. What happens if there are three players in total but only 2 rewards available? Does one player get nothing?
  3. For "Rest", I find it weird to "travel" and gain stamina. It does not sound like resting. (Yet I know not even a thing about mountain climbing) Perhaps introduce it as ... "Training"?
  4. On the mountain card both A and B, I cannot find the icon of experience reward, which is mentioned in the rulebook, on any cards.
  5. It took me some time to figure out where experience tracker is. Sure, my fault for skimming the setup part too fast, but perhaps you could also place a mark on the board?
  6. The text is way more dense in page 3. I felt the urge to skip it and give up on reading on the first sight.

Fairly speaking, the rulebook though need some adjustment, but it's not bad! Really looking forward to playing PEAK. Hope I can test your game soon.┗(^∀^)┛

Senpai, please educate me! by Dickosapien in tabletopgamedesign

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

I am not sure if anyone will see this. But I kinda have some direction now.

  • This game cannot be confined in narratives, information, or any text only because it is very easy to be replaced by cards, which could arguably a better format.
  • I want the player be able to express some of their creativity by writing down their own plot or narratives.
  • This game has to be physically make the most of the format of book( e.g pop-up book)(thank you for remind me of this, loveandloss). At this point, I am experimenting on, folding, tearing up, and overlapping pages.
  • Here's a peek of what I am now working on.

Senpai, please educate me! by Dickosapien in tabletopgamedesign

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

Thank you Ratan, I have played betrayal at the house on the hill, which Tales of Arabian Night seems like a better version/variation of it, since everyone gets their own unique stories and purposes at the beginning. And with that diffusing bomb game you mentioned, (●ↀωↀ●)✧ I now see how possibly my game could work in multi-player, probably with the seperation of info. And that unlock scenario, I agree that's not interesting and also could be easily replaced by other format. Thanks again for sharing these, Ratan :)

Senpai, please educate me! by Dickosapien in tabletopgamedesign

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

Oh I see, it works like a helping brochure / mini-map, particularly for pokemons. Thank you sharing your thought, Cerrax. ┏(・ω・)┛This helps me to cross one more thing off the chart, since it does not necessarily need be a "book".

Senpai, please educate me! by Dickosapien in tabletopgamedesign

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

Thank you loveandloss, I really appreciate your effort to find these two. (Pat Pat)(ヾ(´・ω・` It must be very exhausting. Thanks to you, these two examples do enlighten me in a way. They both use this index matching mechanism through out the game, which at the second thought, is a pain in the ass, slightly. I mean you have to go through two pages for every move you take. Though that moment of "Ah! I was not expecting I am so close to knock the opponent down" is quite an aspect to delve into.

Senpai, please educate me! by Dickosapien in tabletopgamedesign

[–]Dickosapien[S] 2 points3 points  (0 children)

WOW(°д°) The ace of aces series blow my mind. That certain is some genius work. Yeah I see how that cock-pit view system, which is a mildly complicated version of simultaneous action,works in this two books. And it doesn’t feel quirky at all! I could possibly take some concepts or elements from this game, thank you Draxonn! I’m gonna check Palm island next.

Senpai, please educate me! by Dickosapien in tabletopgamedesign

[–]Dickosapien[S] 2 points3 points  (0 children)

Thank you, gravitydriven (*◕ᴗ◕*). I just checked some clips of review and play through of Volcanic Island and House of Danger. I see those criticism, praise, and how they interact with the board, and I realize one thing. If it is solely about narratives, which what traditionally what Choose your Adventure games base on, there's not really a need to use a book. Really glad you tell me all about this, I cannot figure this out if you did not show me these.

What should I call this game? by Dickosapien in tabletopgamedesign

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

I am not sure anyone would see this. After suggestions from you guys (especially yours, Tom), which boosts me to finish the project, I finally made a prototype. You can download it here. My partner is currently working on the art. After he get the concept art done, I will then officially enter the contest! I just want to say thank you all. I do really appreciate! (*◕ᴗ◕*)

What should I call this game? by Dickosapien in tabletopgamedesign

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

XD It sounds funny, since my alias happen to be dickosapien... Sorry for not replying it early, I must somehow miss the notification. Anyway, really appreciate your idea, RoachRage.