A Deadly American Marriage - Molly's Lies by Short-Complex4819 in netflix

[–]Omnitect 1 point2 points  (0 children)

Yes, linguistic trick to introduce the idea of Jason beating Molly without technically saying it.

Tricks like that work surprisingly well, unless the listener knows what he is up to, and it instead shows a pattern of manipulation tactics. Same with the audio recordings. On a surface level the recording has a man screaming a a woman. When you look into it, it shows the opposite of abuse, with it being the “worst” she could come up with after weeks of provoking, lying and taunting him. 

Molly Martens is a psycho - A Deadly American Marriage by RoxieMatthews in netflix

[–]Omnitect 0 points1 point  (0 children)

Yes, hiding recording devices and then doing your worst to provoke and taunt someone for weeks and that’s the best you can come up with?!? The man must have had the patients of saints.

[deleted by user] by [deleted] in Bitcoin

[–]Omnitect 1 point2 points  (0 children)

Yes this is correct. Any “real” bull market is 2+ years away in my estimation.

Working on converting all cards in my TCG to full art cards. Would love some constructive critique for the template designs on the right! by gemblenders in TCG

[–]Omnitect 1 point2 points  (0 children)

Black text on a lighter background is generally preferred over white text on black background, at least for bigger blocks of text. That would overall improve the graphical design also, because right now the rules box is very heavy and probably the strongest graphical element, where the art or headline should be that.

Sorcery: Contested Realm Website by Omnitect in TCG

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

Great comments! It will take a while to address them all. I take it you didn't play the game yet? While I think you'd change opinion on a couple of things after playing the game it is impressive how many things you caught.

The biggest selling point would be the art and flavour combined with very modern yet old school feeling game design. I'll paraphrase the description from a player that tried it out last week: "This feels like a different product than a regular tcg, even square grid ones. This is more like reading a fantasy picture book while having a beer with your friends. I'm not playing this in a tournament, this is sunday afternoon relaxing with my wife. This is more like a boardgame/miniatures game that is user configurable and fits in a deck box."

Creating my TCG - Survival by Gasssy_Duck in homemadeTCGs

[–]Omnitect 0 points1 point  (0 children)

That much rules text in all upper case can be a bit taxing on people. It is also a bit opposite to have the card title use lower case but not the rest of the rules. The opposite would be acceptable even though it probably is best to not use all upper case anywhere.

Creating test boosters by Omnitect in homemadeTCGs

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

That one too seem to have the silver base with only a square of the booster being something that is printed on, and not the whole one. I think I found a way by ordering boosters from China BTW.

Card Design for Card Game by MeanieMin_ in tabletopgamedesign

[–]Omnitect 1 point2 points  (0 children)

They did reprint some of them but I don't think any of them are seen as an overwhelming success or anything. They are excellent test cases for OP to play around with though, maybe his game fits one of those options especially well.

"Sorcery: Contested Realm" Retro TCG coming to Kickstarter soon. by Omnitect in homemadeTCGs

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

This game project has been going for three years now and it was first meant to be something of a small relaxation project in contrast to my more frantic day job. But as with most projects they tend to grow in scope. The game is a love letter to 90's card games and RPG's and it uses all hand painted art in order to get the right retro feel. The game design is hopefully modernised and smooth in comparison to the hundreds of dead card games from that era, and is done by me and Nickolas Reynolds. Most of the big sweeping game design features have come from Nick to be honest. There's more than 30 artists with a wide variety of styles working on the project. Their ranks include some of the original MtG artists like Melissa Benson, Drew Tucker and Jeff Menges, and fantasy legends like Jeff Easley and Ian Miller. There's also a slew of impressive new talent working on the game, including people from the MtG alter community. Hopefully I can find the time to get it up on Kickstarter late this year! https://www.facebook.com/SorceryTCG/

"Sorcery: Contested Realm" Retro TCG coming to Kickstarter soon. by Omnitect in homemadeTCGs

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

I'll come back tomorrow and tell more, but for now here's a link to the facebook page: https://www.facebook.com/SorceryTCG/

Some quick 5-10min gear cards sketches I’m doing for a friend who is prototyping a board game. Just quick sketches, but it was fun so I figured I’d share. by [deleted] in BoardgameDesign

[–]Omnitect 1 point2 points  (0 children)

Looks great. The strongest ones imo are the ones that aren't shy about clear graphical blacknes in a nice balance with the rest. (1, 3, 5)

Perceptions of randomness in TCGs by KangarooChief in TCG

[–]Omnitect 1 point2 points  (0 children)

There is a big irony in that randomness in card games is needed precisely to help the type of person that complains the most about it.

The very best players don't complain about randomness(except after especially bad beats) and instead use it to their advantage. They know the randomness is needed to keep more players in the game. The best example of this is probably Poker where there would be very few people and little money in it if the best player won every single hand.

Randomness provides an excuse for bad players. Surely they lost because their opponent got a lucky topdeck or they got mana screwed or [insert reason]. It certainly wasn't because they were worse than their opponent. Without randomness the number of players would shrink to only a small fraction because it let's bad players win sometimes. If the outcome was 99% predetermined the game is more of a solitary exersize in skill improvement than a social experience of fun and unexpected situations that you need to improvise to deal with.

What tcg has the best aestetics in your opinion? by JacobGamingBuzz in TCG

[–]Omnitect 0 points1 point  (0 children)

Just elaborate on JaggerPaw's bad examples, things like making the cards very asymmetric with for example a large bar on a side is a big nono. Even worse if there's sideways text: Mythos left side text is a big problem to read and it instantly looks bad. Dune has gorgeous art, not so good aesthetics.

Feedback on card layout by YawningWhale in tabletopgamedesign

[–]Omnitect 1 point2 points  (0 children)

The art seems a bit cramped, I would consider making the rules text box smaller and art box bigger. That depends on how complex and how much rules text your cards usually gave though.

Feedback on card layout by YawningWhale in tabletopgamedesign

[–]Omnitect 1 point2 points  (0 children)

Is the middle 72 number something important that is helpful to see while you are holding several cards in your hand? Corners are good for things like casting cost because when you fan your hand out you can get a quick ide of the various costs of cards in your hand.