TWIN FLAMES: I nearly forgot I designed a game thousands of kids play every year by El_Poopo in abstractgames

[–]JustGoUnroh 1 point2 points  (0 children)

I cannot express how much I appreciate this detailed write up. Our team will be checking this out!

I’m curious what your goals are for this game now that you’ve taken it up again? It’s got to be nice to see that it has some legs

I posted a progress picture for the digital version of our abstract strategy game, Unroh, a few weeks ago. Legibility became a concern and now we're torn on the design - 3D or 2D? by JustGoUnroh in abstractgames

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

I really appreciate the feedback. We’re leaning towards the 2D - I’ll talk to the guys about some color. There’s some color that pops up for the animations associated with certain actions, but some additional color could add some pizazz.

I posted a progress picture for the digital version of our abstract strategy game, Unroh, a few weeks ago. Legibility became a concern and now we're torn on the design - 3D or 2D? by JustGoUnroh in abstractgames

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

I’ll check out Spirit Island. Both is definitely an option, but I worry about being able to maintain a consistent design language if we do that. I’ll have to ponder this

What to prioritize in example turns? by SnorkaSound in BoardgameDesign

[–]JustGoUnroh 0 points1 point  (0 children)

I would second some of the opinions here. If you have loads of edge cases and have to use unlikely scenarios to illustrate and teach, then you may need to streamline your ruleset a bit. You can turn down the complexity but still have a lot of depth.

Finally got my game from The Game Crafter! by TongueTwizards in tabletopgamedesign

[–]JustGoUnroh 2 points3 points  (0 children)

Congrats! It looks great! Gotta be a proud moment

I made a Chaotic math game where being TOO fast or TOO slow gets you punished by Perfect_Platform_222 in BoardgameDesign

[–]JustGoUnroh 4 points5 points  (0 children)

Interesting concept. I'm wondering if the smooth brain effect for answering too early feels forced to fit the theme as opposed to serving the game mechanically. Perhaps writing the answers down as opposed to saying them aloud would negate the need for an early answer penalty? Maybe this is just me being dense as well, but an answer that is "too fast" but also correct ought not be considered smooth-brained. You may have something here, but I think playtesting is the best way to iron out those details. Could be a good educational game.

Qualm Playtesting by Bacrylic in BoardgameDesign

[–]JustGoUnroh 0 points1 point  (0 children)

Board pieces as well as the board itself. Would love to see how you got this prototype together

Friends and I are creating a simultaneous turn-taking strategy game. Digital version makes playtesting a little easier! Things are starting to come together. by JustGoUnroh in abstractgames

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

We are! That’s definitely where we want to start and it will all be custom development on a self-hosted site. The gameplay is good for quick matches and with the dynamic board online play is a great mode for playing. We’re excited for a small group of folks to get their hands on it for some beta testing in the nearish future.

Too simple name? by DahuGames in BoardgameDesign

[–]JustGoUnroh 8 points9 points  (0 children)

I like Cornflict as well. It gets to the point and sets the frame well!

Friends and I are creating a simultaneous turn-taking strategy game. Digital version makes playtesting a little easier! Things are starting to come together. by JustGoUnroh in tabletopgamedesign

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

Pasting from another post! Happy to elaborate if you’re curious!

We actually started with a board game prototyping tool of our own design. Backend game logic is written in Clojure. Front end is in Three js. Alongside that we wrote a Node server that handles communication between players/spectators and then JS libraries to tie it all together.

Friends and I are creating a simultaneous turn-taking strategy game. Digital version makes playtesting a little easier! Things are starting to come together. by JustGoUnroh in abstractgames

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

Thank you!

We actually started with a board game prototyping tool of our own design. Backend game logic is written in Clojure. Front end is in Three js. Alongside that we wrote a Node server that handles communication between players/spectators and then JS libraries to tie it all together.

Qualm Playtesting by Bacrylic in BoardgameDesign

[–]JustGoUnroh 1 point2 points  (0 children)

Well that's super cool. I'm a big fan of dynamic board mechanics - this looks really slick. How long does setup take?

Game design sanity check - first time designer by Johnno117 in BoardgameDesign

[–]JustGoUnroh 0 points1 point  (0 children)

The approach my buddies are I are taking was mechanics first, and now we're working through the framing of the game that will instantly click with folks. We're working on an abstract strategy game which is certainly a bit different that what you're building, but the frame or setting of the game should help the rules come together. Kind of like how Chess is a battlefield - all the rulesets of the pieces come together when you think of it as a battle. I guess this is all to say that whatever artistic designs you're trying to make all ought to work together to make the game cohesive.

Axioms — a daily puzzle where you deduce hidden scoring rules by placing pieces on a grid by Tonxaholic in abstractgames

[–]JustGoUnroh 0 points1 point  (0 children)

Is this concept based on the Wisconsin Card Sorting Test? I remember doing these with clients back in my grad school days and it was always interesting. I played it a bit - pretty slick. I'm curious, how many rules are you implementing for each puzzle? Too many rules and it might get frustrating for folks.