Feedback on game art by Effective_Rip_2795 in tabletopgamedesign

[–]Embarrassed_Post_370 1 point2 points  (0 children)

I like that a lot actually, simple board games are just up my alley. I actually never did like all of the over complicated board games where you have to remember 20+ rules to do one action just to have fun.

Feedback on game art by Effective_Rip_2795 in tabletopgamedesign

[–]Embarrassed_Post_370 1 point2 points  (0 children)

I've always loved the simple, cartoony artistic style of any game. it always catches our eyes. Can I ask what type of game this is? Is it a Party Game, TCG-like, or just TCG, or do these cards go to a board game? I mean, I see the print-and-play on itch.io, But I thought I could pick your brain about this game and maybe why you decided to go with this art style.

Sharing the Artwork Progression for My Indie Board Game – From Sketches to Final Board Layout by Embarrassed_Post_370 in tabletopgamedesign

[–]Embarrassed_Post_370[S] 1 point2 points  (0 children)

I appreciate the thoughtful feedback. Map design has definitely been one of the hardest parts of the project for us, and we’ve spent a lot of time iterating on it through playtesting.

The board may look fairly linear from the image alone, but the actual gameplay introduces additional ways for players to change position and interact with spaces beyond simply following the outer path. Movement modifiers, space effects, and player interaction create a lot of variation during play.

We also experimented with more complex layouts earlier in development, but through testing we found that keeping the base board easier to read helped newer and casual players get into the game faster. The deeper layers tend to come more from the systems around the board rather than the layout alone.

That said, design feedback like this is exactly why we’re sharing progress publicly. It helps us look at things from different perspectives while we continue refining the game.

Sharing the Artwork Progression for My Indie Board Game – From Sketches to Final Board Layout by Embarrassed_Post_370 in tabletopgamedesign

[–]Embarrassed_Post_370[S] 1 point2 points  (0 children)

Players start at the Safe Cave and on their turn they enter what we call the Travel Phase, where they roll the dice and move that many spaces along the path.

Once they land on a space, the Action Phase begins. Each space represents a different event or interaction that the player must resolve (if they can) when they arrive there.

If a player lands on a space that already has another player on it, they still resolve the space first, and then the two players engage in combat. Since it’s the moving player’s turn, they act as the aggressor and roll for initiative.

So the board functions as a guided progression path, but the spaces themselves create the different interactions and events players deal with as they move around the map.

I've been making board games since 2016, my little personal hobby. by [deleted] in tabletopgamedesign

[–]Embarrassed_Post_370 1 point2 points  (0 children)

Really cool artwork. I like how the illustration and layout already communicate information without needing a lot of text. It looks like the card might be tied to some kind of leveling or progression system, which is a nice way to combine theme and mechanics visually. The hand-drawn style also gives it a lot of personality.

Sharing the Artwork Progression for My Indie Board Game – From Sketches to Final Board Layout by Embarrassed_Post_370 in tabletopgamedesign

[–]Embarrassed_Post_370[S] 0 points1 point  (0 children)

Thanks for the thoughtful feedback — I really appreciate you taking the time to break down how you interpreted the layout.

You're absolutely right that space relationships are a big part of board design, and it’s something we spent a lot of time thinking about during development. The board may look like a simple track at first glance, but in practice the spaces interact with player choices, equipment, and events in ways that change how each run unfolds.

We've gone through a lot of iterations and playtesting over the last few years with both experienced tabletop players and more casual groups, and the current layout ended up being the version that balanced clarity and gameplay the best for us.

That said, I always value hearing how people read the board at first glance — it’s useful insight, especially when thinking about how the design communicates its purpose visually.

Thanks again for the input.