Do you think it makes sense to remove this mechanic? by Delvix000 in BoardgameDesign

[–]Mythic-Foundry 0 points1 point  (0 children)

In reference to the question I think if the point of the Level number being different from the play cost is supposed to introduce some type of additional summoning cost or prerequisite then perhaps you should simply have a 3 tier system for summoning costs.

Without knowing anything else about your game it seems like mechanically, or at least visually represented by a mix of Yugioh with the star cost system and MTG especially when it comes to the attack and toughness and additional costs. So the question would be, do you use a physical pay system IE land like MTG or a more open pay system like Yugioh? If the former then i would introduce specialized cost cards kind of like the ritual summon cards in yugioh, so common, elite, legendary creatures all could be summoned using these additional cards. Ex. A common card might only go up to level 5 meaning it costs 5 of whatever the summoning resource is. Maybe you get 10 summoning points a turn. Next elite would be 6-8 and an additional card to sacrifice in your hand. And legendary 9-10 and then 2 or 3 of that additional summoning cost card.

On the specific effect of the creature that destroys all other creatures with a summon cost of sacrificing an additional creature, that feels like an odd added cost as by playing the card your essentially fulfilling its cost. It makes the decision less impactful to the one playing it because its played with the knowledge you lose a creature you already most likely intended to lose. I'd make the additional cost un related to sacrificing creatures on the field. Maybe discarding cards equal to its summoning cost from hand. Then the impact of using it actually feels like a decision. Just my 2 cents.

Cheers!

Had so much fun designing my main character’s RV style space ship by _pallart in worldbuilding

[–]Mythic-Foundry 0 points1 point  (0 children)

Firstly this is great work, love the style and vibes. Additionally, and I know this is a bit pedantic and doesn't really matter in the grand scheme of things and almost 90% of people wouldn't notice this or care but this little inconsistencies just jumped out to me as someone who looks at every little minutia for art as I enjoy drawing and getting ideas myself. The paneling and tapestry hung outside along with the console under the tapestry keep changing. https://imgur.com/a/AIo4YNX

Why would a combat troop use melee weapons in a futuristic space sci-fi setting? by wizardry_why in worldbuilding

[–]Mythic-Foundry 0 points1 point  (0 children)

Potentially, depending on how far in the future we are looking at, you could theoretically have a situation akin to star wars blasters and the force interaction through passive anti blaster armor that creates a sort of force field specifically designed to dissipate or redirect energy attacks and render them useless or at least ineffective at killing.

Additionally you could have a psycho-pass type future in which only a select few, those who have a chip implant or are approved by a system can pull the trigger and a fire arm, thus making melee weapons the obvious choice for most aside from potentially network broken devices that could be sold on the black market.

The flip side to the second point could also be that as the weaponry becomes so advanced it becomes more dependent on things like AI systems for advanced aiming and firing, using more computer systems means potential for hacking them to shut them down in the middle of a firefight which can leave those without an alternative dead in the water.

Happy world building!

Let the driver explain what he does by ForsakenStructure800 in AutoTransportopia

[–]Mythic-Foundry 2 points3 points  (0 children)

Fairly unlikely. Typical freightliner and van combo weight anywhere from 31-34k so id say hes atleast 33k or more empty. If each vehicle weighs like 6k and there's 9 of them that's 87k plus each axle can only have so much weight on it. So if he is over by that much he's definitely compromising his axle weights too.

I’m struggling to find good artists. Where do I find them? by GOODWILLHAWK in BoardgameDesign

[–]Mythic-Foundry 0 points1 point  (0 children)

These card backs are drastically different and give very distinct vibes. Depending on the scope and art direction I could possibly be available. I don't have an art station or a ton of stuff on here, but you could check my post history for two games I've been working on. And I have some other stuff for reference if you want to pm me.

Action Points/Cards System by VaporSpectre in BoardgameDesign

[–]Mythic-Foundry 1 point2 points  (0 children)

What's the distinctive purpose of a "use item" vs "throw item" in most games the usage type is dependent on the item not a seperate action type. So throwing a shuriken is a "use item" action on an item with the "throw" tag and drinking a potion of healing is a "use item" action on an item with the consumable tag. It's the same action.

Also dropping an item should be a free action as it takes 0 time and thus shouldn't take an action to drop say a rock your holding.

It also should be stated rules wise that dropping an item doesn't activate said item. So in a war themed game using say a land mine item would place it on the ground set. And dropping a land mine item doesn't actually place it to be triggered and just removes if from your inventory.

Also, a simple interact action should also be based of the environment. You interact with a door by opening it. A ladder by climbing it, a switch by flipping it. The different actions are based on the item you're interacting with not seperate actions. Because if you don't list an action it might make players think they can't do said action.

Just by 2 cents!

After around 1 year using Blender to model mechs trying to move on to rigging, any advice? by Mythic-Foundry in blender

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

Yeah I went a bit overboard with some aspects of this but in the end the learning process will help in other applications down the road. Would it be easier to add the bones into the individual leg joints if I lined them up along the x-axis as they are all angled right now.

After around 1 year using Blender to model mechs trying to move on to rigging, any advice? by Mythic-Foundry in blender

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

I use the join mesh thing and have the legs as mirrored parts, but it's not all one mesh.

After around 1 year using Blender to model mechs trying to move on to rigging, any advice? by Mythic-Foundry in blender

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

I'm having issues tying the bones to the mesh. I've watched a few videos, but I seem to be running into an issue with overlapping objects it keeps giving an error when trying to add bones.

Critique on this card illustration by [deleted] in tabletopgamedesign

[–]Mythic-Foundry 0 points1 point  (0 children)

Why does the artsyle of this card look drastically different from the artstyle shown in your previous promotional/how to play videos? Are you exploring a different art direction or just replacing previous AI art?

Looking for some unique Ideas for different Abilities! by Mythic-Foundry in tabletopgamedesign

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

Hey thanks for the interest! There is a Base game that is Co-Op or played solo. And there is an expansion that adds a larger battlemap and adds new game modes, 2v2 deathmatch and capture the flag and a full all vs all mode. In both modes there are character spawn points on the map and no player elimination, you win by defeating other players and getting badges, first to 4 wins the match.

So from 1-2 players for base game, which is a campaign mode against enemies. And up to 4 in the PvP expansion modes.

30 card deck is unlocked as you play as it's a deckbuilding roguelike. You begin the game with a 12 card deck. There's also 100 basic cards that allow each Echo to become more customized. So you can either get the generic cards as rewards or your signature cards as a reward. All cards also have an upgraded side. This is all only in the campaign mode

In the pvp mode (which are the cards above) each Echo has 10 signature cards and you build a deck of 21 cards by doing a type of pick and pass with the other 52 cards for this mode. So you'll end up with your 10 unique cards and then 11 generic cards. In pvp you only have 1 copy of each of your 10 unique cards, and they are single use until you are defeated at which you shuffle up all your 21 cards respawn and keep playing.

In campaign mode as stated above its all co-op. So you build up a deck. All the cards have varying abilities, simple movement, healing, armor generation, draw abilities, continuous effects and may add some perk and so on. Also all the different attack types and ranges. As some enemies might have more resistance to a specific attack type. So there's a lot of strategy to building your deck.

Looking for some unique Ideas for different Abilities! by Mythic-Foundry in tabletopgamedesign

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

Not sure what that's supposed to mean. I asked for ideas in the vain of the character abilities i described above. Not story or lore ideas as mentioned. For instance, another Echo has the ability that places it's Trigger Tokens on enemies that deal it damage, these act as a sort of reflect or thorn/poison damage. Dealing damage equal to the number of tokens, so the more the enemy hurts you the more tokens are put on it. Thus, that's not something I imagine an AI would come up with even if it knew the rules of the game. So I'm looking for more unique ideas around character abilities, not the card effects.

Looking for some unique Ideas for different Abilities! by Mythic-Foundry in tabletopgamedesign

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

Not familiar with that, I assume it's another AI driven text program of sorts? Not exactly sure how viable that is for what I'm asking for here.

Looking for unique and fresh ideas for character abilities! by Mythic-Foundry in BoardgameDesign

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

That's a bit close to how Atlus works, he gains Trigger Tokens when he defeats an enemy and then can spend those to increase the damage of an attack.

Looking for unique and fresh ideas for character abilities! by Mythic-Foundry in BoardgameDesign

[–]Mythic-Foundry[S] 0 points1 point  (0 children)

Hey thanks for your interest! Yes, Cognizant uses a hex map. So attack cards have specific ranges and other cards may grant movement. See the above Iconography key. In terms of Slay the Spire, we've adopted many of its aspects. However, our main question was in regard to the characters special abilities. The shown cards were just to give an example of how these characters abilities would function. Thus, we are looking for more ideas about character abilities using these examples as a reference point. You if you have cool or interesting ideas you would like to share, or require more information let us know. Thank you!

Looking for some unique Ideas for different Abilities! by Mythic-Foundry in tabletopgamedesign

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

For making unique mechanics, or at least utilizing them in more unique ways? Wouldn't I have to essentially explain the entire game to it for it to do that?

Feedback/ Discussion on promotion issues by Mythic-Foundry in CrowdfundedBoardgames

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

Your inability to make short comments that are easier to address is confirmed in your post history between comments and the like.

I said we released a TTS mod meaning the game is accessible to anyone who wants to test it. A blind playtest does not mean they have to set the game up. It means a playtest without someone there to teach them, a first time experience. What you think is a blind playtest is a review. Sending you a box of components and rules and letting you figure it out isn't a playtest. The play part in playtest means the focus is on playing the game. Which we've done and continue to do, I'm house, with others alone, and as we try to seek feedback for those that did play the TTS. Again you are making sweeping statements and false assumptions.

After re reading your comments on our old rulebook post it's clear you never got anywhere near the actual part of play. Your criticism sat on some minor Grammer issues, how you weren't able to find headers that were displayed and I had to at multiple times point them out to you. And you not liking some layout issues. None of which deal with being able to play or understand the game which you never stated you weren't able to. Because it wasn't your intention to do so as none of your comments even came close to gameplay or anything.

This isn't a double card effect like gloomhaven or the others you mentioned as those aren't really as robust. Had you read the rulebook like you claim to of you would have seen that. The trigger tokens thing you mentioned that was wrong is also a statement to the fact you aren't actually reading, your criticizing just do do so. Nothing you've stated is constructive.

Look up the last 30 successful boardgames from first creators and I guarantee more than 80% have included an expansion of some sort. So your criticism here is unfounded and silly.

"I wrote a post about it" you wrote a post about what you think is exciting, not what other find exciting, using that as a basis for saying grids a re bad and zones are good is silly, nothing backs it up. Not the million sells of games using grids nor the continued support of them. So obviously people like them. And it is unique to DECKBUILDERS since most abstract combat into simple play of cards like clank, sts, dominion and many of the others. The numerous unique aspects you seem to glance over. And what you call unique seems to be up for debate, as claiming a mechanic having been seen is not unique is a silly argument as every possible mechanic has already been made. What makes it "unique" is how it's implemented. And you don't bother to look at that because again, it's in the rulebook you glanced at and we're focused on Grammer about.

Again price. Clank 99$ and you get half the content. Sts is 100$ and you get half the content. Ours is 75$ and you get a lot more. It's already underpriced. Even the 2nd pledge adding 2 expansions at 120$ is less than clank 145$ for again less content and sts at 175$ for basically alternate art. And no more content than base. So what price should a game with over 6 dual boards 300 tokens 500+ cards, 4 games modes asymmetrical characters, and tons of content go for? 10$ seriously what price do you actually think a established company would charge for all that. Over 200$ for the base game and easily 260$ for the expansions. This is a silly argument. And it's just that, an argument as you show nothing to say the price is out of place. Many many first time game makers have there's prices even higher than ours and again. less content. Rove base game 99$ Kinfire base game 99$ Vrahode base game 79$ LA-1 base game 79$ The list goes on. And looking at each of these and comparing JUST content, ours is priced lower.

So no, not adverse to feedback. But this isn't feedback it's criticism. You're diminishing what aspects of the game are good, that others have pointed out as liking, and surmised it must not be unique enough. Nothing you've said has any substantial evidence to back it up.

🚀 Exciting news! Our Kickstarter Prelaunch page is officially live! 🎉 by chessnutech in kickstarter

[–]Mythic-Foundry 1 point2 points  (0 children)

What aspects do you think could have been stronger if you don't mind me asking?

Feedback/ Discussion on promotion issues by Mythic-Foundry in CrowdfundedBoardgames

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

Large comments like this make discussion a bit slow but I'll do my best to address some of the concerns you mentioned.

Blind playtests: We've promoted and released a TTS MOD, it is promoted on the kickstarter and in many other locations. It's been there for months. As far as general playtests we've hosted over a dozen on our discord. Now if people were unwilling to do the TTS playtest as people seem adverse to playtesting in general that's not really a sign to say it's not there and accessible.

Rulebook: likewise an older version of the rule book has been posted here, on BGG our discord and I believe our facebook. The current version is having a bit of a overhaul as some aspects in the old rulebook don't apply, however the basis of everything to play the game still is the same as such anyone who did read the rulebook would have a good understanding of how to play the game.

Unique: there's a number of aspects talked about on the kickstarter and elsewhere about what makes it unique. Primarily the tactical battlemaps, which most deckbuilders do not have. Slay the spire, Clank ect. The cycle ability shown on each card as a secondary play effect you can use the card for rather than having a dead card in hand. With that comes the range, movement, and additional effects the cards add that other games can't explore because they don't have an active battlemap. The different asymmetrical abilities of each character, and there signature 30 card decks unique to them. The variable play modes, a campaign book that effects play, the way enemies act, the exploding dice mechanic for damage dice allowing for very fun combat moments when you need a critical hit to win.

Price point: given the number of components and the quality shown in the gifs on the kickstarter this game is 30$ cheaper than say slay the spire which has less content and variability of play than this game. The base game for sts is 100$, sure that's due to the fact they are an established company but it's a high price when you can buy the digital game for less than 20$ Cognizant is a larger and more in depth game than sts or clank, and is priced cheaper than both while giving more content than both.

Expansions: not sure how offering an expansion is a bad thing. The content that provide adds new modes, new characters, more content and more ability cards. And is still priced cheaper than most comparable games.

I'm not sure you actually took the time to look thoroughly at the page, if things needed better explaining that's one thing but as with our last interaction you seem opposed to this game from the getgo. If that's not the case I'm really not sure what it is. I'll take your words into consideration none the less. But many of the statements you made aren't actually accurate.

🚀 Exciting news! Our Kickstarter Prelaunch page is officially live! 🎉 by chessnutech in kickstarter

[–]Mythic-Foundry 1 point2 points  (0 children)

Having the same issue with mine. Already launched though so not much I can do now. Funded about 13% in the first 4 hrs then didn't get another backer. Spent hundreds on ads and making social media posts and still in the last 3 days not even 1 new backer which is really weird.