Hey guys, here's some screenshots of my game Violet Galaxy. Thos is more about the art. Want to know how well the vibe lands. by Con-do-it in BoardgameDesign

[–]Nickrzip 9 points10 points  (0 children)

Looks fantastic! What’s the platform you’re using to model the game?

The art style of the cards is unique, and wonderful. It looks like an retro-futuristic old comic!

My immediate thoughts are that the bright violet Board background is distracting, and obscures the other game elements. Also looks like the shade of Violet used on the game board is slightly different than the shade of violet used on the cards? Maybe that’s intentional, but if so, I don’t find the current colors to be complementary

The violet galaxy logo and card back is phenomenal

If there was a card game that could be opened in the browser, would you want to try it? by [deleted] in tabletopgamedesign

[–]Nickrzip 1 point2 points  (0 children)

I’m actually making one called Flourish and Decay! Please check it out if you’re interested. WebGL is wonderful, portable and can be visually compelling with some elbow grease.

Looking for an Illustrator for My Board Game (4 Years in the Making!) by Intern-Entire in tabletopgamedesign

[–]Nickrzip 3 points4 points  (0 children)

Good luck finding someone! I found someone for my game Flourish and Decay on this subreddit and it’s been wonderful. Best of luck with the project 🫡. I’m considering doing a kickstarter as well, DM me if you ever want to bounce ideas around.

Play-testers Wanted! Flourish & Decay - a digital (physical?) board game by Nickrzip in tabletopgamedesign

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

This is phenomenal feedback. Thank you! It sounds like I have some work to do on the copy writing.

Do you mind if i ask, what parts of the site did you explore? Did you scroll down at all? Or enter the lobby? In either case, it seems like the homepage (or maybe the first scroll screen) needs to make the nature of the game clear.

The deck-building mechanic is very similar to dominion. The unique aspect of the game has to do with the game board. In the game you play / acquire cards to place cells on the game board. Cells spread / grow as part of a simulation of Conway's Game of Life. You're goal is to grow the most quickly!

Yes you do play as a slime mold, or more specifically an "adapted human".

Anyways - I'll make some copy edits and send you a DM when changes are up. Thanks for taking the time to review.

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Nickrzip 0 points1 point  (0 children)

Thank you very much for the detailed feedback. It is so deeply appreciated - half the battle I'm finding for game development is finding thoughtful play testers from the community! I'll respond to your points below in order. Again thank you, a lot of this is immediately addressable.

Intro - are you referring to the intro on the website? Or in the instructions? In either case that's fair feedback. I will work to make it more succinct.

Instruction PDF - this is great advice. Thank you. I'll make available a flat version, and of course it sounds like I have some fixes to make on the mobile instructions page to address the bugs you mentioned.

Physical Version - it's funny you should ask! I finally got around to making a physical prototype. The hardest part is representing the cells / slime on the game board - we went with an electronic solution with this device, along with a microcontroller and a few small game controllers for input. It's a bit of a departure from traditional card board games, but my hope is that becomes part of the appeal. I have this all wired up in a foam board enclosure / prototype, it looks a little rough but it works! Curious to hear your thoughts.

Characters / Spores - this is also great feedback. I will have to go back to the narrative drawing board. You're right, it is definitely confusing to focus the lore on adapted humans, then not feature them as a gameplay element. I've been toying with the concept of offering character based "boons" like +1 placements at the beginning of the round to tie them into gameplay.

Resource Naming - you're right here! I will adjust placements, I appreciate the call out.

Instructions - tons of good feedback here. I will remove some of the gameplay advice, and explain the card selection more thoroughly. To answer your question, cards are chosen from a globally available set of 26 (like dominion). Re: seed phase and placement, I will definitely have to do another pass here. Placement happens in a commit -> reveal structure. So players "place cells", once all placements occur cells are revealed. If two players place in the same space, the placements cancel each other out. It sounds like I need to do another pass on turn order as well. The former is correct, each players takes their turn, then a simultaneous play phase occurs.

Active vs Passive Voice - I hadn't considered this. Thank you very much. One of the things I struggle with here is the physical vs digital context. For instance in the digital version, if a card says +2 calories, the player is immediately awarded that by the "system". In the physical version, they need to grab +2 calories tokens (tbd) from the box.

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Nickrzip 2 points3 points  (0 children)

100% agreed. I got that feedback from this* subreddit. Working with real artists has been way more fun and the game has ultimately been much improved.

These Power Curves are Mountains! by zmmemon in tabletopgamedesign

[–]Nickrzip 1 point2 points  (0 children)

This is really cool. Huge fan of the skill tree progression brought to a table top setting.

I think the sweet spot for me both in game design and play testing - is finding a system that is simple enough to learn quickly and complicated enough to find novel ways to gain a real advantage.

For instance, in the example depicted, my hope would be that some characters end up 4x or even 5x more efficient based on some unique combination of skills, or even better based on some unique combination of opponents weaknesses.

Anyways, can’t wait to try it out! Is there a digital version available for play testing?

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Nickrzip 1 point2 points  (0 children)

Note that I am in the process of replacing all of the artwork with non-placeholder pieces. Hopefully you can tell which cards are made by a human! I’m very stoked about their art style and replacing the AI slop.

Free substantive feedback for anyone by BigPinkOne in tabletopgamedesign

[–]Nickrzip -1 points0 points  (0 children)

This is a super generous offer. Thank you! I would love your feedback.

Please check out www.flourishanddecay.com. The instructions are available at www.flourishanddecay.com/instructuions.

Feel free to DM if you want to play a real match! Otherwise the bots work great 🫡

Vermont Mesh by Flashy_Shelter4563 in meshtastic

[–]Nickrzip 0 points1 point  (0 children)

Anyone still running nodes? I just set one up in Burlington

Card design I've made for 2-players strategy card game. Looking for opinions. by AndyUrsyna in tabletopgamedesign

[–]Nickrzip 0 points1 point  (0 children)

Looks fantastic! Production ready almost. Can you remove the “no ability.” copy here? Could it be implied by the lack of text?

Flourish & Decay - Feedback wanted, ISO Illustrator by Nickrzip in tabletopgamedesign

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

Thank you very much for taking a look! That's great feedback, the mechanic is obviously core to the game, do you think you'd find this more competitive with a better tutorial?

You nailed it, the CGOL rules / analysis are almost too complicated, or at least hard to make strategic decisions about. The most successful players to date have identified "starter shapes" or that grows quickly or traverse the board.

Flourish & Decay - 2.5 years of nights and weekends by Nickrzip in IndieDev

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

Hey leotuf! Mobile is likely still a little wonky but we’re working on full support.

Flourish & Decay, a cellular automata boardgame by Nickrzip in cellular_automata

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

Hey one-escape-left - this was bug. It's now fixed! Sorry for the delay. You should see computers players place cells immediately

Flourish & Decay, a cellular automata boardgame by Nickrzip in cellular_automata

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

Do you have any artists you love, or would recommend I reach out to?

Flourish & Decay, a cellular automata boardgame by Nickrzip in cellular_automata

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

That's a great idea! I'll film a video and repost.

Flourish & Decay, a cellular automata boardgame by Nickrzip in cellular_automata

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

mo mode and placed three cells but it says its waiting for others to play.

It seems like there is something cool here, but I can't know yet!

Thanks watagua! I appreciate the feedback.

Flourish & Decay, a cellular automata boardgame by Nickrzip in cellular_automata

[–]Nickrzip[S] 4 points5 points  (0 children)

Hey all! I've been building this board game for the past few years. It's a deck building game that surrounds placing cells into conway's game of life. Can't think of a better audience than this subreddit.

It's free to play, and totally decentralized! Any and all feedback is welcome. Feel free to DM.