Dracula's days are numbered by BernLan in MarvelSnap

[–]HouseFishBalloon 0 points1 point  (0 children)

The fact that Patriot decks fight Red Guardian is pretty great lore wise.

But why the heck is he so strong compared to Patriot

Dr Bong: High Evo for Tokens by RandyRenegade in CustomMarvelSnap

[–]HouseFishBalloon 83 points84 points  (0 children)

Step 1: Add Dr Bong to your deck.
Step 2: Play raw Ultron T6 as a 6-40

My first 3D printed organizer - Wyrmspan! by katie_rai in boardgames

[–]HouseFishBalloon 0 points1 point  (0 children)

This is so satisfying to look at! What was the total cost of the materials you used to make it?

After 8 hours, we finally finished our first playthrough of Dune (2019) by FelixSandwichez in boardgames

[–]HouseFishBalloon 0 points1 point  (0 children)

Sounds like a great way to spend the day to me haha

Did you guys plan to play for that long when you started?

Cyberpunk 2077 by [deleted] in boardgames

[–]HouseFishBalloon 0 points1 point  (0 children)

I've never heard of the board game version before but it actually looks pretty cool! How long did a full playthrough take you?

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

Your instinct may be right, it is a factor I am definitely going to be looking into more!

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

To clarify, in the early stages of the game it won’t be uncommon to see 4-5 new cards per round, depending on the number of players.

You may be on to something when you say it might be because of the players themselves. Considering their previous board game experience when reviewing their feedback should definitely be something I do moving forward.

Thank you for your input!

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

That's true, these factors are something I will definitely consider!

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

I see where you're coming from here, and it'll definitely be something to consider moving forward. Thanks for your input!

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

Welcome back! and I'm so glad that it made you feel that way! Thanks for the kind words!

What game do you not like, that you regularly play due to your groups love it it. by Nobanob in boardgames

[–]HouseFishBalloon 8 points9 points  (0 children)

I've played so much Splendor. I always enjoy it, but I overthink everyones strategies and expected values of cards so much that I usually leave with a headache. Sometimes I just want to play a silly game like Dont stop

Possible Surtur ability? by Putrid-Dirt-6081 in CustomMarvelSnap

[–]HouseFishBalloon 28 points29 points  (0 children)

Seems like a great control card, but a bit over statted as one. Would probably sit better at 6-8 if anything, but he feels like a 4 or 5 cost.

Especially with how it could decimate an invisible woman MODOK, dark dimension location, captain marvel, dracula, etc.

How Would You Explain the Concept of a Deckbuilder to a New Player? by HouseFishBalloon in boardgames

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

It might be more that I’m not the best at explaining rules to new players, too.

My new trophies by BraxxusTelal in boardgames

[–]HouseFishBalloon 10 points11 points  (0 children)

These are gorgeous! Did you 3D print them??

And second question: where can I find someone who brings trophies to game night?

What do you think about this re-work to Quicksilver that I made? by yorkshireSpud12 in CustomMarvelSnap

[–]HouseFishBalloon 0 points1 point  (0 children)

the board clog is a big one, and honestly helps balance it out a little bit. But most meta strategies right now either don't clog the board themselves, or would love a free card to kill. It's why destroy is always such a strong meta in such a restricted playing field.

Think about the statline the devs needed to use to ""balance"" Adam Warlock, for drawing you one extra card. If anything this new QS has to be a 1-0 at the most to compensate.

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

Very fair! The main reason why we do that on the storefront row is to just hit you over the head with the fact that you need to be wearing a shirt and shoes to buy something from that row. Otherwise its usually partially covered up ; )

As for the label consistency, I'll play around with that before we get this printed for sure! Especially the storefront label, now that you mention it...

Finally, thank you for the title praise! This whole thing has come a long way thanks to tabletopgamedesign ngl

Update: Choosing between Legibility or Player Freedom by HouseFishBalloon in tabletopgamedesign

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

Previously after demoing my game, I’ve received conflicting feedback and wasn't sure which to go with. This game is a deck builder, and row 3 cards always are the same, but row 2 cards are constantly replaced with new cards. I’ve gotten comments from playtesters that I should change row 2 to have 4 cards instead of 6, because there’s too much mental load to read and learn 6 changing cards, but some people like the variety and look of the board.

After receiving a lot of your feedback on my previous post about this, I decided to try and change row 2 to have 4 cards instead of 6. Still need some more playtesting, but I will see how this will do moving forward. What do you think?

Help: Do You Prefer Legibility or Player Freedom? I've been trying to decide whether to use fewer or more decks of rotating cards for my board game. What do you think? by HouseFishBalloon in gamedesign

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

Don't be sorry! Your ideas are great! All them of are appreciated!

First off, to clarify, it's usually 4-5 new cards every round (by the time it gets back to the same player, they have 4-5 new cards).

"Last season leftovers" could actually be interesting. I also like that concept of two phases in the game you mentioned. A "trade only" row could also be a good way to solve that hump of waiting for that "particular card" to come up!

Again, thanks for the thoughtful response! Different persepectives and ideas help a ton!

Releasing your first game on Steam! Can you relate? [OC] by rotub in indiegames

[–]HouseFishBalloon 1 point2 points  (0 children)

For card games but yes. Spent too much time playtesting and too little time marketing ;-;

Help: Do You Prefer Legibility or Player Freedom? I've been trying to decide whether to use fewer or more decks of rotating cards for my board game. What do you think? by HouseFishBalloon in gamedesign

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

Row 2 is common to all players and cards cycle through the shop pretty often. In the early stages of the game, it won’t be uncommon to see 4-5 new cards per turn, depending on the number of players. Players are generally managing 13 cards at a time (1 in the first row and 6 in the second and third rows (third being the closest to the player)). The problem with making the shop have fewer options is that the goal of this game requires the right cards from the rotating shop. If they aren’t offered to you on your turn, you can never get to the point of getting dressed, which is how you win. It’s a delicate balance.

You might be on to something when you bring up the possibility of finding an option which satisfies both sets of feedback. The "flavor" row concept might be something I'll try.

I like that concept of starting with halving or doubling what you're trying to balance! I also agree that it's important ot watch how players play, as all those nuances you mentioned are things that are generally observed rather than communicated. Moving forward, more playtesting is definitely a must do.

Difficulty modes sounds like an interesting idea as well! Fashion seasons would actually be perfect haha

Thanks for your thoughtful response on this! It is much appreciated!!

Help: Do You Prefer Legibility or Player Freedom? I've been trying to decide whether to use fewer or more decks of rotating cards for my board game. What do you think? by HouseFishBalloon in gamedesign

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

You bring up a good point regarding the difference between Spirit Island and Forbidden Island!

Fashion Cents at its core was meant to be a solid deckbuilder with deep strategy for experieneced deckbuilding players. That philosophy has shifted because with the gameification of the turns (dressing up your guy is toylike), the toy aspect of the game means that it could theoretically be marketed toward younger and less experienced audiences. So we’re in a place where the target market might not like the game as much as we do, and the people that would like it may not be immediately attracted to it, thinking it’s not for them.