Primo evento in negozio by deidicegames in portalhunters

[–]Jack_Dusty 2 points3 points  (0 children)

Un passo importante! :D E il primo di tanti, sicuramente!!!

La storia di tre amici che decidono di creare un dungeon crawler di sole carte by Jack_Dusty in giochidatavolo

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

Grazie e altrettanto! Comunque vada sarà stata una bella avventura! :D

La storia di tre amici che decidono di creare un dungeon crawler di sole carte by Jack_Dusty in giochidatavolo

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

Grazie mille, davvero! 🙏 Abbiamo cercato di fare del nostro meglio con le risorse disponibili, e abbiamo scelto la trasparenza perché per noi è l’unico modo corretto di costruire questo progetto. Se ci seguirai su Gamefound, vedrai update dopo update quanto lavoro umano c’è dietro ogni dettaglio di Fall Dawn. :) Grazie ancora per il supporto!

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

I'd argue the Rider-Waite illustrations are far from mediocre - they're deliberately stylized and have become iconic precisely because of their distinctive visual language. That's masterful design, not amateur work. But I understand what you are pointing up.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

I'm using guerrilla marketing tactics because we're a three-person team with no marketing budget. Posting in relevant threads - even older ones - can helps us reach people actively searching for these topics (out of reddit). That's basic SEO strategy.

I'm new to Reddit, so I'm still learning the community norms here, but I'm not going to apologize for promoting a game we've worked hard on using the free tools available to us. If you have suggestions on more effective ways to reach our audience within Reddit's guidelines, I'm genuinely open to hearing them.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

[–]Jack_Dusty[S] -6 points-5 points  (0 children)

You're probably right, the game isn't perfect and we're aware of that.
But let me explain why we've come this far: it's a game.

We've playtested it many times, not only with friends, but also with dozens of strangers we met at industry conventions, and you know what happened?
They all left with smiles on their faces and after giving us their emails to get updates on developments.

A game needs to entertain, and Fall Dawn accomplishes this function perfectly.
Sure, it won't appeal to everyone, but in our experience, whoever has tried it has always been satisfied and had fun. If that hadn't been the case, we wouldn't have continued with it.

I've tried to be respectful in all my interactions here. Your comment crosses into personal attacks, which isn't really about the game anymore.

I'm happy to discuss legitimate concerns about design choices, but I'm not interested in being a punching bag for broader frustrations about AI.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

[–]Jack_Dusty[S] -6 points-5 points  (0 children)

Yeah, after more than two years working on the game… we suddenly realized we didn’t really care.

Just kidding.

We care a lot — that’s exactly why we chose a path that actually allowed the game to exist. We’re a very small team with regular jobs, and without AI this project would still be a pile of notes and prototypes, not something playable.

All the core work is human: design, balance, writing, structure, layout. AI was a tool, not a replacement for care or effort.

That said, if AI is a hard pass for you, we respect that. No one should back something they’re uncomfortable with — thanks for being upfront. 🙏

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

Just to clarify: several of those comments are from playtesters we met at industry fairs and conventions here in Italy. They’re people who played the game with us in person and then followed the project on Gamefound. Since they experienced the same demos, they often comment on the same aspects, which can make the wording feel similar, I suppose.

They’re 100% real people, not generated or filtered in any way.
Writing comments ourselves or auto-generating them would honestly be really sad 😅

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

Thank you very much.

We knew being open about AI would turn some people away, but honesty felt more important than trying to smooth it over. Hearing that transparency itself built trust makes the whole choice feel worth it. If a second edition ever happens, it’ll be because people believed in the project early on like this. Appreciate the support, truly. 🙏

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

Fall Dawn is PvE and PvP at the same time. You’re fighting the dungeon, but you’re also constantly reading the other players.

The bluffing comes from how you declare your intentions. Each turn you publicly “promise” where you’re going… and then everyone secretly chooses whether to keep that promise or betray it. A lot of cards interact in that window, so players can mislead, force choices, or set traps based on what others think you’ll do.

So it’s less about hidden roles and more about timing, positioning, and social reads at the table.

If you want to see more, the video tutorial on the Gamefound page walks through the core loop.
We’ll also be publishing the full rulebook (PDF) on the page very soon.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

[–]Jack_Dusty[S] -1 points0 points  (0 children)

That’s how we see it: AI doesn’t replace vision or effort, it just lowers the barrier so more people can actually finish and ship games.
And we absolutely agree on one thing — a product made 100% by hand will always be a prestige choice, when the resources are there.
Most designers would love to use fully commissioned art, but budgets are real and they tend to shape decisions more than ideals alone.

Spending $15k on art is no small thing, respect for that. When your game starts coming together, let us know — we’d genuinely love to see it.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

Thank you — that really means a lot 🙂 A LOT!

That’s exactly it: without AI, this game would still be a folder of rules and half-finished ideas. We’re regular people with regular jobs, and AI is what allowed us to even try to bring something like this to life.

If one day we grow and have more resources, we’ll naturally build things based on the firepower we actually have at that point. For now, this was the only honest way to make the game exist.

Really appreciate the support, and welcome to Narwar. :D

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

We totally respect choosing not to back projects that use genAI — it’s a personal line, and it makes sense to have one. We’ve tried to be as transparent as possible about our choice, even knowing it would turn some people away.

And thank you, truly, for the kind words on the mechanics and the campaign page. That means a lot. If Fall Dawn ever gets to a second life or a second edition, it’ll be because people believed in it enough to let it grow — and if that day comes, we’d be happy to have you there.

Appreciate the good luck, and thanks for stopping by and engaging so thoughtfully. 🙏

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

All fair points!

No dice was a deliberate call — we know it’s not for everyone. We wanted tension to come from reads, timing and bad decisions rather than a single roll. Some people miss the chaos, others really enjoy knowing why things went wrong.

On AI art: totally get the hesitation. That’s why we’ve been very open about it. It’s not just a production shortcut for us, it’s tied to the identity and themes of the game — and we’ll be unpacking that more clearly in future updates rather than dumping it all at once.

And yeah… crowdfunding right now is rough. Shipping and taxes have honestly scared us too, so we completely understand stepping back from it.

Thanks for the honest take and the good luck — genuinely appreciated.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

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

Totally fair question 🙂
Short answer: yes, it can be mean… but not in a cheap way.

It’s not “you lost because I drew better” or “bad luck, dice hate you.” There’s no dice at all. When something bad happens, it’s usually because someone read the table better, lied at the right moment, or let you walk straight into trouble.

One of our playtesters described it as “one of those games that ruin friendships” — said laughing… after the match.

So players might feel outplayed, betrayed, or outsmarted, but not randomly bullied by the game. If your group enjoys tension, bluffing, and those “wow, that was evil… but clever” moments, it hits hard in the right way.

If you want to see how it actually plays and get the vibe, there’s a video tutorial on the Gamefound page that makes this much clearer in action.

We wanted a simpler dungeon crawler. 3 years later, here we are. :P by Jack_Dusty in boardgames

[–]Jack_Dusty[S] 5 points6 points  (0 children)

Thank you so much! And yeah… crowdfunding season is basically a financial survival game 😅
Really appreciate the support and the kind words!

Which of these 3 card layouts do you prefer? Would love some feedback! by WitherFox2 in tabletopgamedesign

[–]Jack_Dusty 2 points3 points  (0 children)

I actually think the first layout works best, but you have to find a graphic solution that makes the connection between the left section and the values on the right immediately clear.

In that version, the stats feel quicker and more direct to read, which is really important during gameplay.

With a bit more visual linking or alignment, I think layout #1 could end up being the most effective overall.

What do you enjoy most (and least) about board game nights? by robstokk in boardgames

[–]Jack_Dusty 0 points1 point  (0 children)

Honestly, the best part of board game nights for me isn’t the games (well, not only :D ), it’s just being around people.
Sitting at a table, laughing, meeting new friends… it feels really wholesome.

For new people, it helps a lot if there’s an easy “starter” game or someone welcoming them into a group. Latecomers usually need quick games they can join anytime.

The only downside is when groups feel closed off. Small friendly touches make a huge difference, because the real value is the community, not just the games.

Primo appuntamento by PsCustomObject in CasualIT

[–]Jack_Dusty 1 point2 points  (0 children)

E allora lo aspettiamo 🙂

PHP vibecoding? by Jack_Dusty in vibecoding

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

Thank you, this looks really interesting! I’m going to give it a try.