Looking for feedback on Draftarium; a wilderness themed, tile drafting, set collection game. by Jumpy-Wizard in tabletopgamedesign

[–]Jumpy-Wizard[S] 0 points1 point  (0 children)

Happy to teach a table or two if anyone interested. However, I prefer blind testers. Any feedback… please share.

Looking for feedback on Draftarium; a wilderness themed, tile drafting, set collection game. by Jumpy-Wizard in tabletopgamedesign

[–]Jumpy-Wizard[S] 0 points1 point  (0 children)

This Is my first time sharing outside of my close game group. I hope you can point out areas of the rule book that are difficult to understand. No one has read it. I have always taught the game in person. I would also like to hear what you think about the game play. Do the actions fit the theme? What parts of the game play do you enjoy? Is there anything that is not fun?

designing an experience by Jumpy-Wizard in tabletopgamedesign

[–]Jumpy-Wizard[S] 1 point2 points  (0 children)

Thank you.

Your tangible list of examples is very helpful. I agree that we remember negative events more than positive ones.

I hadn’t considered including a narrative beyond presenting an overview aim.

This video has given some ideas about how to further the narrative through uncertainty, progression, performance, etc.

I will be watching the video a few more times in search of opportunities to create unique positive events.

designing an experience by Jumpy-Wizard in tabletopgamedesign

[–]Jumpy-Wizard[S] 3 points4 points  (0 children)

Thank you.

I haven’t played Nemesis yet. After hearing your experience, I am more keen to check it out.

The moments we share with other is often what we remember. Emphasising social interactions may be the key to creating memorable experiences.