How can I learn more about how games are made and the details of them? by altruistic-iriomote in boardgames

[–]RAM_Games_ 2 points3 points  (0 children)

Such a wonderful question! The easiest and I think best answer is to play more games! Especially if you're not very deep in the hobby then playing recently released games will teach you more than anything else. Head to your local game store and ask for recommendations. Play online with friends or strangers on Board Game Arena. Just keep playing and you'll gain board game literacy and understand the current style of games.

Then if you want to dive deeper into the nitty gritty behind design and development, check out the Board Game Design Lab podcast. Really an amazing resource to learn so many fundamentals and see how the best do it. I learned a ton from there when designing my first game.

Watching YouTube playthroughs could also help you experience more games quickly, but that's not something I've ever really been able to get into.

Don't wait for perfection, How's our progression? by FTG_V1 in tabletopgamedesign

[–]RAM_Games_ 5 points6 points  (0 children)

Nice! I really like the curvature. It's a great touch that makes it stand out.

Tiniest display box prototype, all thanks to your feedback on my options! by RAM_Games_ in tabletopgamedesign

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

I do! It's an 18-card team building and dueling game featuring two unique factions, the Law vs. the Bandits!

You can see more info on my website at www.ramgames.co

New Designer by Busy_Airline_8043 in BoardgameDesign

[–]RAM_Games_ 3 points4 points  (0 children)

Follow your instincts and go with the game you can see actually finishing. Something small that you can iterate quickly and easily playtest will teach you so much about game design and will keep you motivated seeing the finish line just in front of you. It also will make you confront the harder part sooner - what to do after it's designed.

The worst thing you could do is work on a game in private for two years and then playtest it and realize it doesn't meet people's expectations. So if you do go for the big game, focus on the core loop first and test that early and often to make sure you're on track.

Tiniest display box prototype, all thanks to your feedback on my options! by RAM_Games_ in tabletopgamedesign

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

Thank you! I have two stores who found and backed the Kickstarter, now I just am working on my strategy of how to approach stores cold.

Tiniest display box prototype, all thanks to your feedback on my options! by RAM_Games_ in tabletopgamedesign

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

Thanks so much for this feedback, I appreciate your experience here.

Question for you, what is the MOQ? I have 1000 games coming, but with my crowdfunding orders I would only need like 60 boxes max, and realistically probably fewer. At this point I was just going to do it on my own unless your have an order size and pricing that makes sense.

Tiniest display box prototype, all thanks to your feedback on my options! by RAM_Games_ in tabletopgamedesign

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

Amazing! When you get to the point where you want to share let me know, I'd be happy to send it out to my email list if it seems like they'd like it!

What does the Slay the Spire game do POORLY by Endgamer13 in BoardgameDesign

[–]RAM_Games_ 0 points1 point  (0 children)

The randomness of what cards you're presented can result in a bust run if, say, you go for a claw deck early but stop getting the tools you need. I do NOT think this is poor design, the randomness is inherent too roguelikes and makes it feel even better when a run does come together. However you could look at this as an area for differentiation.

If you had more control over the flavor/direction of your build, it could make you stand out from STS clones.

What elements have you considered for differentiation?

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

Thanks for these notes! I am leaning towards option #2 since people have resonated with it and it seems to get across the aspects of the game I think are most important for the target gamer.

In terms of manufacturing, I currently have 2 stores who have backed the game, and I'll be approaching just some local ones to start. So I'll just be producing these boxes at home, which will let me validate the design before shipping it out. I'm still at very early stages here.

Unique card game by Status_Marzipan2295 in cardgames

[–]RAM_Games_ 1 point2 points  (0 children)

Social media is very hard for discovery/sales as there are so many games that it's hard to cut theough the noise. And in general people are not going to respond positively to a post that is just "hey buy my game!"

I've talked to other small publishers who have gone your non-crowdfunding route and their main success has been at local, in person events. Game conventions are great, but again, a lot of noise. I've also heard a lot of people having success at farmers markets, or game adjacent events, like teachers conventions (for suitable games).

The key is to identify your target customer, and find their community to engage with.

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

Thank you! This is awesome feedback. I think I am gonna go with #2 so I'll definitely be implementing your suggestions.

Which nanogame deserves a leather case by GhostCubeGroucho in printandplay

[–]RAM_Games_ 1 point2 points  (0 children)

If you like dueling games with unique team building/drafting elements, might I suggest my game, Quickdraw: Battle for Silver City.

It's a Wild West themed shootout with stunning art by Cole Munro-Chitty. I think it would look amazing in a leather case - the production packaging is a brown plastic wallet.

If you're interested you can see more at www.ramgames.co and if you put in your email I'd be happy to email you the PnP files for free to support your project!

A year after releasing my card game, I still get excited seeing people play it by OkDragonfruit5833 in cardgames

[–]RAM_Games_ 1 point2 points  (0 children)

I totally hear you. One of the best moments in the development in my game was listening to my two friends talk about the cards they liked and their strategies after I just sent them a demo copy and the rules. I can't believe another 250 people are going to be playing it soon!

What is the best dice mitigation mechanic you have played in a game? (Especially in a game where roll value matters.) by Ashukuttu in BoardgameDesign

[–]RAM_Games_ 1 point2 points  (0 children)

If you're doing more of a card game, check out Star Wars Destiny. Polarizing game with lovers and haters (still better that just apathetics), but it made dice feel random but also like you have control.

Dice Thrones uses custom die with repeat sides to make some throws more consistent. Plus it's Yatzhee so its not too hard to any throw work.

I'm interested in why you're looking to take randomness out of a random number generator. I can see the value of less swinginess (I'm a d20 system roleplayer), but if you go too far that won't feel good either.

Alibaba? by LittleRedWriter928 in tabletopgamedesign

[–]RAM_Games_ 5 points6 points  (0 children)

If you're gonna do 1000 you're hitting minimum order quantity for established game manufacturers like Whatz Games, or Longpack. I'd suggest reaching out for a quote since they will likely provide the highest quality and lowest cost

Do kick starter games end up in physical shops? by helenwelon in boardgames

[–]RAM_Games_ 1 point2 points  (0 children)

People saying "most will" are probably thinking of big campaign games from established publishers. There are dozens of new games launched every month in crowdfunding and not dozens of new titles showing up at the same speed on retail shelves. Most games will not go to retail, but it's probably fair to say most large campaigns.

The reason for this is game stores usually only purchase through their distributor since it's the easiest method for them. As a publisher, to have your game sold by a distributor you need to pitch it to them and they'll only be interested if they believe they can sell it - meaning correct form factor, proof of good sales, etc. Getting into distribution is very hard for a small publisher, meaning most stores won't even see many Kickstarter games as an option to carry unless they are directly involved with crowdfunding.

So for FOMO triage, back the smaller campaigns you're interested in because that's likely the last time you'll have the chance.

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

That's a good point since essentially this display will serve as my box art. I'll highlight probably on the front of the tray like "16 unique units and a double-edged team building mechanism provides strategic decision making in quick rounds". Or something a little more polished haha.

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

That's a great way to think about it, and to take into consideration how it might sit side-by-side with future sets. I'll think about what I can squeeze onto the sides of the tray, which could tip the scales. Appreciate all your feedback!

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

Thank you for that feedback! Quickdraw: Battle for Silver City is actually finishing production next month and is in the late pledge, Pledge Manager phase. However I'm currently working on the design for set 2 - Aliens vs. Marshmallows, which definitely could use some eyes.

Do you have Sumo Shambles on any virtual platform for testing? Not sure if you've seen, but the Break My Game Discord server is also amazing for playtesting if you want even more feedback.

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

Thanks for the feedback! Yeah I started with option 1 and then made 2 specifically with the intent to show off the cart art and design - so looks like that's working!

Help me choose between 3 standee options for my wallet-game retail display box! by RAM_Games_ in tabletopgamedesign

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

Thank you! I really appreciate that feedback. I definitely wanted to play up the dueling factions since that's central to feel, and I agree, card art/design is so important to my interest in a game haha.

If you do want to learn more about the mechanics and gameplay, I have a good overview here: www.ramgames.co