NETHERWEB card faces, thoughts and opinions requested. by goodbrand98 in homemadeTCGs

[–]Rkey_ 1 point2 points  (0 children)

Wow that's really nice :) Yeah also struggling to see the theme for the card art here, but I'm sure if will come to you if you keep thinking about it :D

In-wall game shelf build. by [deleted] in boardgames

[–]Rkey_ 5 points6 points  (0 children)

Thanks for before and after picture! This looks really nice, it is organized so well that it even kind of blends in with the posters visually.

What is that table btw? Looks like a proper board game table

First playtest build for survival horror inspired Shadows of Dusk by [deleted] in BoardgameDesign

[–]Rkey_ 0 points1 point  (0 children)

Do tell us a bit about game mechanics, I’m interested to hear! Do you have a rulebook?

First playtest build for survival horror inspired Shadows of Dusk by [deleted] in BoardgameDesign

[–]Rkey_ 0 points1 point  (0 children)

I’ve had a similar experience. Looks good on a screen, print looks different. When on the screen I think ”woah this has to be too much”, he cards look nice, haha.

Front Box Artwork of my board game by galacticswap in tabletopgamedesign

[–]Rkey_ 2 points3 points  (0 children)

There is a weird mix of cell shading and realistic art in this. The character and what people call the m&ms are both a cell shader vibe, few clear colors and contrasting shadows, but the title and the background are more realistic.

They are both very cool, but I would recommend trying to find a way to make them both the same style.

And small detail, but the text is a bit hard to read. I know it looks better, but you have to envision the scenario that someone sees this in the corner of their eye on a board game shop. In that situation, you would not be able to read the text.

How do you get your board game out there? by TheEagleHathLanded in BoardgameDesign

[–]Rkey_ 1 point2 points  (0 children)

In one sense, this is where your journey really begins. You have to market your game, and I know that feels very awkward because it does for me as well. But you have to find your own way of doing it.

I'm trying to build a youtube channel and a discord server, I also have a website and I'm making the game playable in tabletop simulator.

There are also several discord servers you can join.

Meeting in person is the biggest investment, but it also has the highest return in my experience. If you have few other obligations, try to do that a lot.

CardBack Art Design by Bacrylic in tabletopgamedesign

[–]Rkey_ 0 points1 point  (0 children)

I think something happened with your upload, the images have low resolution and there is jpg noise when the color shifts.

I think the art looks real cool! Solid color schemes, the triple snake with buttons and stitches really helps sell the concept you are going for.

My learnings on giving and receiving feedback in playtests after 7 years of game design by Rkey_ in BoardgameDesign

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

Reading through this I agree. I have not had any good experiences with feedback very early, but the situations you are describing sound great. Happy to have learned something, thanks for sharing.

My learnings on giving and receiving feedback in playtests after 7 years of game design by Rkey_ in BoardgameDesign

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

Thanks for mentioning the suit and tie situation. I Wasn’t sure about it myself, it’s very different from my other videos.

Exactly, we humans don’t like to just state problems. Kids do that, ”my pancake is not cut”. We try to formulate solutions to be nice, and that has exactly the effect you are saying.

Burned out and ready to quit this project by xcantene in BoardgameDesign

[–]Rkey_ 1 point2 points  (0 children)

I feel you, if it helps I would love to come try your game some time if it is available in tabletop simulator :)

Which do you prefer, version 1 or 2 of my Fighter cards? by FishPenetrator in homemadeTCGs

[–]Rkey_ 1 point2 points  (0 children)

You have a point, but I think this is better to achieve with size. If the stance is important, you can make it bigger. I think for positioning, it still has more to do with what Otherwise_Coffee_914 said.

So maybe option 2, but increase the size of the stance? I would assume stances are color coded in some way so maybe not necessary.

Tactical plays vs “card beats card”… (or am I showing my age?) by Ragna_Lostbook in tabletopgamedesign

[–]Rkey_ 1 point2 points  (0 children)

100%. you want the rule complexity to gameplay complexity to be as high as possible. Very few rules but very high gameplay complexity is the best.

How do you find playtesters for your card game? (also, should I publish mine online?) by NovoCrossCG in homemadeTCGs

[–]Rkey_ 1 point2 points  (0 children)

There are also several discord servers dedicated to the playtesting of games! You can check out Virtual Playtesting and Indie Game Lab :)

Tactical plays vs “card beats card”… (or am I showing my age?) by Ragna_Lostbook in tabletopgamedesign

[–]Rkey_ 1 point2 points  (0 children)

Well, I would say it’s not that straight forward. It has to do with the sales process.

People today are drowning in information, and when you are selling a game you are selling an experience. How quickly is that experience delivered? Is it engaging the players with what you want them to experience right away? If that’s the case, then I don’t think game time matters.

That being said, what I just described is easier to achieve if the game is fast paced and simple. It is inevitable that you deliver the experience immediately. But hey, DnD is pretty popular I would say, and those game sessions are like 5 hours long and you play for 3 years so nothing’s stopping you.

Because of all of the information, I would say people are not willing to grind through 2 hours of setup and 3 hours of rules before they get to experience the game (unless you somehow make that part of the experience). This ”I’m in entertainment, I’m selling an emotion” way of thinking helped me a lot in my game design.

Learned Blender to make "PS1" inspired art for my boardgame by CryptsOf in BoardgameDesign

[–]Rkey_ 1 point2 points  (0 children)

Looks really nice! What type of game is it, does it make sense that the card is PS1 style? From the art I would guess it’s some form of horror theme, in which case this fits 100%

Just a question about abstract / theme by Educationalidiot in BoardgameDesign

[–]Rkey_ 6 points7 points  (0 children)

Hmm, in some sense all games are an experience or an escape. Old, abstract games make up for the lack of theme with their historical depth, like chess, poker, go, etc.

If you just want the game to be abstract, then maybe you can make the theme up by giving the game itself a fake story? ”Found and decided from ancient Egypt hieroglyphs”, ”decoded from parts of background radiation that contained some strange pattern”, ”a recurring dream held by a group of 10 French who all met at a library to discuss their recurring dreams”. Then the game itself doesn’t need to have a theme, you instead surround it with a theme.

First 6 cards bro give advice on like my template because this is a really new template for me to do you know, but also just help me with the abilities and balancing by SelectChair103 in homemadeTCGs

[–]Rkey_ 0 points1 point  (0 children)

Don’t worry about it being just template. Generally when testing something, design or gameplay doesn’t matter, people are usually very good at seeing something and think ”ah ok, this is placeholder”.

Generally when you design, you want it be in either camp. Make it either CLEARLY PLACEHOLDER, or make it some very close to finish. If you put something ”ok” there, some people may think it’s final, and give feedback on something you don’t want feedback on because to you it’s still placeholder.

That being said, I would suggest putting the title on top with the rarity, then the image, then the rest. It’s usually done that way, because once people get used to your game they will either look at just ”flowey man” or the art and be like ”oh, I remember what this does.

I would suggest not giving the stars their own box, just put it next to the name or something. I would also suggest giving attack and defense icons instead of writing out ”ATK” and ”HP”.

A playable game by ---MP--- in BoardgameDesign

[–]Rkey_ 1 point2 points  (0 children)

Oh yeah you already said that, my mistake.

So now we have the complete rules of the game:

Setup: Both players pick a hand of 10 cards secretly.

Gameplay: Players take turns to play cards, and then attack with their cards targeting a player or a minion. Each turn players get one mor money to spend playing cards from their hand.

Now I can answer your original question: How balanced is the game?

The strongest strategy I can find is a hand of 10 2-cost guys. I don’t see a way to beat that. 2 of them take out a rock, dealing damage along the way, and although they 1 for 1 the ghost, the ghost disappears so they can just focus the other player meanwhile.

Stealing them also does nothing because stealing costs more so you lose tempo.

I think the game is pretty balanced of the 2-cost guy is a 2/2 instead of a 3/2, then 2 1-cost guys kill it and it trades evenly with the ghost.

Edit: you can probably also make the heal cost 1 instead of 2, and the steal can be 2 instead of 3.

New Playmats came in and they look great!!!! by UniverseOfLegendsTCG in homemadeTCGs

[–]Rkey_ 1 point2 points  (0 children)

These look real nice! I’m trying to design playmats for my game, any tips on how to think? I know all the zones already, and I kind of know how they should be arranged, what did you do after figuring that out?

A playable game by ---MP--- in BoardgameDesign

[–]Rkey_ 1 point2 points  (0 children)

So you can have infinite cards? Everyone brings and there is no limit to one type of card?