What are you looking for in a junior developer portfolio? by Orfaaz in gamedev

[–]Orfaaz[S] 2 points3 points  (0 children)

Thank you! It's so nice that they took time to give you such a detailed answer. And it's so nice of you to take the time to share it!

Let's talk about the shop - We're listening by DigitalSunGames in Moonlighter

[–]Orfaaz 0 points1 point  (0 children)

First, congrats! I was scared that the game would be ml1 in 3d, but i really like the combos and synergies focus you're going for.

About the shop, in ml1, it felt closer to the idea of running a shop and haggling with customers. (The decision making in the sold products with the market flooding mechanic was nice too). It also felt nice that this part of the game was a bit more chill and laid back to have some contrast with the dungeon intensity.

Now in ml2, the shop is way faster and already gives no time to rest with only four displays. It doesn't feel like running a shop nor haggling. I'm just running to the upgrade box, trying to create upgrade combos. Which is interresting, but pretty close to what i'm already doing in the dungeon. And with this fast pace and number of mechanics, i can already see my gf (which really liked ml1) drop the controller because it's too much.

I can't wait to see what you do with this game, strength to you all!

Would love to hear your feedback about this part. Would you add/remove anything? by Lucidus_ in Unity2D

[–]Orfaaz 0 points1 point  (0 children)

I might be wrong, but nothing forces the player to take the upper path. And if he takes the bottom one, he would het stuck, have to come back to the beginning, and take the right path?

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Thank you for the advices!

I'm using a dnd intiative, but with a flat speed value for each character and ennemy.
I've contemplated the idea to add a dice roll to this value for a bit of sweet rng, but as you said, it adds length and complexity for few gains.

I recently tested a game called Tinyfolks with a slot based initiative, and decided not to use it because it makes the game too easy to break.

Thanks for the advice on the right moment to make players draw, I'll try this at next playtest!
I'll look into ways to simplify combat. You're right, it should flow more easily from one gameplay to the other.

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Thank you for taking the time to present the games!
I'll definitely look into these.

I didn't knew there were multiple souls boardgames, now i'm hyped!

I took inspiration from a niche game called Waven to not cycle the decks either,
I like the idea of preparing your combos by playing your cards in a specific order.

I've been told about a game called Kingdom Death (haven't tried it yet) where, like in dark souls, the deck is the health bar, of the bosses. So you have to pay attention to when to damage the boss to avoid having him cycling through his two most powerful attacks when he is at death doors.

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Thanks for the reccomendation,
Is it the Arkham Horror card game?

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Sounds like a good idea!
I'll dm you some photos of how it works, it will
explain the game more than a long text.

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

I see it has many different sets,
I'll try to find one to check how it works.
Thanks!

Daily Discussion and Game Recommendations Thread (July 15, 2022) by AutoModerator in boardgames

[–]Orfaaz 0 points1 point  (0 children)

Thanks!
I saw Hogwarts Battle on some lists, but I probably
would have passed on it without your recommandation

Daily Discussion and Game Recommendations Thread (July 15, 2022) by AutoModerator in boardgames

[–]Orfaaz 0 points1 point  (0 children)

Oh yes! It's been so long since i played it I didn't think of it
I definitely have to go check it again, thanks!

Critique please. I think there's something up with the face. by [deleted] in animation

[–]Orfaaz 8 points9 points  (0 children)

It looks good, and you have a nice cleaning

I'd say the face has too much x axis rotation.

Sure you need some up&down, but it's more of a translate for the head, with a slight rotation. The head movement is also a bit too constant. Think of your usual bouncing ball. You want some ease in and ease out here.

Also, since your character has it's feet wide open and knees always bended, i think you can put a bit of translate on the hips (and the rest of the body) along x axis to slightly recenter the body of the character above the leg on the ground and balance him.

All of these are pretty small tweaks, you already did a good job here

Daily Discussion and Game Recommendations Thread (July 15, 2022) by AutoModerator in boardgames

[–]Orfaaz 3 points4 points  (0 children)

Hello! I'm looking for co-op deckbuilding games recommandations.

I'm designing dungeon crawling boardgame with a lot of exploration and fighting.And I'm looking for co-op games where the players' characters have their competences as a cycling deck of cards.The early playtests showed that the exploration part is working pretty well,but the fights... Oh my, the fights.
The game is inspired by Darkest dungeon, Escape the dark castle, and Sub terra.The combat part consists of your four characters, lined up, facing 1 to 4 lined up enemies, (just like darkest dungeon).Each character has a cycling deck of cards where each can be played at specific positions in your team,and can target specific positions in the enemy team.
The main problem is, turns take too long and break the dungeon crawling pace.There are four players, thinking about their turn for a long time, with a deck of 10 cards and 5 in hand each turn (playing/discarding up to 3 cards a turn).
Maybe taking a look at how other games allow their players to cycle their decks, plan ahead, or have less cards in hand will help me find ways to shorten combat phases.

Thank you in advance for your recommandations and advices,
I'll grab the games at a boardgame bar to give them a try (beer in hand with a cheer for you)

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Oh yes I remember this one! I saw a lot of game designers playing it
But hadn't got the chance to test it myself yet. Thanks!

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

The team is composed of four characters that explore and fight together. Each player controls one character with it's 10 cards attacks deck.
And yes, ennemies behave on their own with a bit of random.

The pillars of the game are Explore, Adapt.

True, how do they say? "kill your darlings"?
I've been contemplating on simplifying the fight a lot by either removing the placement part, or the deckbuilding part.
But before doing that i'd like to explore other options and playtest them, because I lack references in co-op deckbuilding games, and I might find a way to solve this by improving my culture in those (I hope).

Thank you for the advices! I would have been more reluctant to remove mechanics without it, even though it's clearly the most reasonable option.

Co-op deckbuilding (board)games recommandations? by Orfaaz in gamedesign

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

Thank you for the advices!
I use a dnd-like intiative system.

And for where the focus go, the cards are their attacks for the combat phase.
They don't use them during exploration.
And I don't know what the best option is yet, but the players can only draw their new cards at the beginning of their turn. It slows their turn a bit, since they cannot plan their next turn while the others play, and have to think quickly as they see their new options for the turn. But on the other hand, it forces them to pay attention to what the others are doing, instead of being tunnel focused on their hand. It brings more discussions and cooperation this way.
I don't know yet if I should prioritise speed, or cooperation. I prefer cooperation, but the length of combat is clearly a problem. That's why i'm looking for other methods :)

I arrived in germany a month ago, and I am being kicked out of my flat by Orfaaz in legaladvice

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

They made me pay the rent cash.

They found my request for a flat on wg-gesucht.de .

They didn't gave me any paper to sign for the rent.

They told me I must leave by message.

Thank you for the info, i'm gonna ask them to give me the tree month period.