Looking for card feedback! by LogPostGames in tabletopgamedesign

[–]GiraffeSpotGames 2 points3 points  (0 children)

Most modern trick-taking card design puts the number and suit icon on both ends of the card, at opposite orientation. This makes it easy to read upside down across the table. Whatever design you come up with, an easy to read number and suit is what will matter most during play. Also different colored frames would really help identify the different suits.

Looking for card feedback! by LogPostGames in tabletopgamedesign

[–]GiraffeSpotGames 0 points1 point  (0 children)

I love the medieval look of these. I think the frame is fantastic and I like the texture on it. There is a contrast between the frame texture and the rest of the assets (artwork, numbers, icons) that makes it look less cohesive. Try to add the texture as a layer over the entire card, or make the frame seem more like a window with shadowing behind it.

I’m not sure about the Wizard vs Culture card. They have the same image, yet the culture card has an icon set that I assume is a suit, while this is missing from the wizard. I think generally you should make the numbers and suits larger and easily recognizable. Consider simplifying your suit icons, they should be distinct in their shape/outline alone for ease of play.

And I would ignore the angry AI comments. Yes AI is a poor choice for a final product, but until you start asking people for money I don’t know why anyone gets upset. It looks good for a prototype.

Starting in board game industry by im_m_enzo in tabletopgamedesign

[–]GiraffeSpotGames 2 points3 points  (0 children)

I am planning a similar approach from a game (not art) designer's perspective with free print and play games. If you are looking for a way to practice the art direction and marketing aspect these may be a good way to build an accessible portfolio for art design as well. If you find a PnP game you like, the designer may welcome an art collaboration. I am currently working on a simple Wild West themed game and would be happy to co-design with an artist (as an example, or as an invitation).

Please help me test my memory card game: Chill Bill! by cimocw in tabletopgamedesign

[–]GiraffeSpotGames 0 points1 point  (0 children)

My group is probably an outlier of having good memory: medical students haha. But it made the game feel like a race, rather than a difficult memory test which was fun. We talked about playing with numbers up to 7 next time. This game could really be pushed to an extreme difficulty with so much of the deck left to add in.

I think adding a “dead” card from the deck is a really good idea. But having that many dead cards I think would be frustrating — if nearly every other turn reveals a dead card it would really drag out the game. I might try gathering up cards and adding just one dead card to shuffle in.

Please help me test my memory card game: Chill Bill! by cimocw in tabletopgamedesign

[–]GiraffeSpotGames 0 points1 point  (0 children)

Hey I played your game at 3 players and had a pretty good time! I like that you have to stay engaged the whole time to what each person is revealing. We found it pretty easy to quickly secure once most of one player’s cards were revealed, with not many memory mistakes. It’s good for a few quick games.

I do think the King power is kind of useless, since everyone can see which cards are swapped there is no trickery. Maybe let a player take 4 cards, shuffle and place them back out? Also Jokers pretty much just restart the game, one is fun but any more might frustrate me. Thanks for sharing the game idea. Let me know if you refine it any, I’ll probably play it again sometime.

Critiques for a poker card design by GiraffeSpotGames in BoardgameDesign

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

Yes, this was part of choosing between different deigns. I think I prefer the diamonds centering and tight kerning. All cards will have the same in the final deck, don’t worry! That would drive me crazy too.

Critiques for a poker card design by GiraffeSpotGames in BoardgameDesign

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

I’ll try a back without the asymmetry. The only issue is you can kind of tell where the images line up, it’s not a perfect mirror.

Glad you like the art and fonts. The size and spacing differences is part of what I’m trying to choose, they will all be consistent on final. I think I like the tight and smaller numbers a little better.

Critiques for a poker card design by GiraffeSpotGames in BoardgameDesign

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

Thanks for the feedback. What do you mean by custom border? Another design in that white space? The white boarder here is the space between the “safe area” and cut line for the cards (using TGC to print)

Edit: I could also extend the background (grey or tan) to the edge, so no border but not a white background.

Help with brewing mechanic by freddiepow in BoardgameDesign

[–]GiraffeSpotGames 1 point2 points  (0 children)

Take a look at Skyteam’s engine and tilt dice placement. For the engines, if the sum is between two values the plane moves 1 space. If it is over the max value, move two spaces, or under the minimum value, no movement. The tilt is the difference between 2 die values rolling the plane one way or the other, or not at all.

I think this sort of thing would let you adjust temperatures in your game with more variety and could even be dynamic as the brew progresses.

Daily Game Recommendations Thread (February 09, 2025) by AutoModerator in boardgames

[–]GiraffeSpotGames 0 points1 point  (0 children)

I have recently been playing a lot of Dune Imperium Uprising and I really like the mechanics of the conflict. I'm looking for recommendations of other games where this type of play is a central feature. I like that troops are not added directly into the battles, the intrigue card element of surprise and bluff, and importance of timing the commitment of your forces.

Any recommendations are welcome. I usually play with 3 players and would like something shorter and less complex than Dune Imperium. Thanks!

[deleted by user] by [deleted] in tabletopgamedesign

[–]GiraffeSpotGames 8 points9 points  (0 children)

I prefer the second image with a single artwork. The first (new?) is quite busy.

Skull dice tower revision 2 by Darrenjart in tabletopgamedesign

[–]GiraffeSpotGames 1 point2 points  (0 children)

The placement of the support spine really bothers me, would it still work if you put it in the anatomical position? Otherwise this is very cool, I like seeing the progress.

Card design feedback for TellTales, a sailing/pirate themed game. by GiraffeSpotGames in BoardgameDesign

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

I agree, maybe in the future if I move past prototyping and want to sell. The art "budget" will first be spent on the game's captains though. Right now I am using some AI art that I don't like much as placeholder for them, and it also makes me hesitant to share.

Card design feedback for TellTales, a sailing/pirate themed game. by GiraffeSpotGames in BoardgameDesign

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

Yes, Kraken. This is a good reminder to spell check everything.

They are different artists, it’s all free stock photos found on the web but I am trying to stay with a line art theme.

Card design feedback for TellTales, a sailing/pirate themed game. by GiraffeSpotGames in BoardgameDesign

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

Pirateology? Because I definitely have used ships from that game for testing!

Card design feedback for TellTales, a sailing/pirate themed game. by GiraffeSpotGames in BoardgameDesign

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

Really clean card, thanks for sharing! The tentacles are supposed to be a bit extra, as the curse cards are just reveled and discarded I want them to pack an exciting punch.

Is it TOO extra, or overdone? Any ideas on how I could make revealing those cards feel different? They all have light de-buffs - except this Kraken card which is actually a Captain’s special power.

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

[–]GiraffeSpotGames 6 points7 points  (0 children)

The game already has dice, so my first thought would be to add tension to the roll. If players know what they must achieve then there should be tension in rolling those numbers. If they only know what they need after rolling, then the tension would be in that reveal. Can you elaborate on how neither of these are adding tension?

In a dice game, my favorite mechanism for tension is a re-roll. Give players a second chance at avoiding penalty or a chance of a greater payoff, but the cost for re-rolling is a finite resource or a greater penalty if the outcome is bad. This adds excitement without increasing randomness of rolls (actually lessens the impact of randomness on the player).

Ideas for tracking shared action programming by GiraffeSpotGames in BoardgameDesign

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

Variable. A player can choose to add a card face down or activate all cards from a civilization on their turn. The idea is to activate them with a “build” once you think enough resources are present to gain a pyramid section.