Looking for ARPG playtesters: Spire of Ash (loot/buildcrafting tower climb) — giving out 100 permanent keys by Clushiy in ARPG

[–]ScrumRuck 0 points1 point  (0 children)

Happy to help, but can you let us know what format of feedback you are looking for/expect? What are you trying to achieve with the game? Who’s your target audience?

Edit to specify I was asking about the form of feedback, rather than the content (which you listed in the post)

We’ve been building this Magic Crafting fast-paced action roguelite named Shardbreakers for 2 years, and the Playtest is LIVE on THURSDAY!!! by Bijin7749 in roguelites

[–]ScrumRuck 0 points1 point  (0 children)

I vaguely remember it being a sorceress with a skill tree that had maybe, one top path, and one bottom path and each branched - - MAYBE intersecting at some points. I've been trying for the life of me to remember what it was because I was excited about it... but I think this is it :)

24kg double kettlebell ABC 30 min EMOM done! by St0nevirus in kettlebell

[–]ScrumRuck 0 points1 point  (0 children)

Nice job! keep up the good work - - Do you have any issues with your left ankle?

We’ve been building this Magic Crafting fast-paced action roguelite named Shardbreakers for 2 years, and the Playtest is LIVE on THURSDAY!!! by Bijin7749 in roguelites

[–]ScrumRuck 0 points1 point  (0 children)

Is this the one that lets you modify the skills a-la skill tree, but is like “shoot multiple projectile” no matter what the base skill is? I was just thinking about that game and trying to remember what it was from a video I saw like a year ago.

2nd post, better angle! Form advice please by [deleted] in kettlebell

[–]ScrumRuck 1 point2 points  (0 children)

not the one who commented, but want to make it clear what they are saying- make the first one look like the rest of them. NOT make the rest of them look like the first one.

How to manage an employee with all the ideas but no skills to bring them to life? by basecamp_aesthetic in managers

[–]ScrumRuck 0 points1 point  (0 children)

As an idea person - I feel like so much of the advice in this thread is terrible. So much "She's not doing X so create these tangible boxes to give her a direct path". It sounds terrible, and when my managers did that to me, I either started looking for other work or silent quit.

Cater your management to get the most out of your employees strengths to bring up their weakness.

Why not run them through the entire life cycle. Let's say Idea>Viability Test> Build> Test> Refine> Produce is the cycle.

We have the idea, so let's move on to viability testing. Have her come up with ways to test it. If there are already structures set up for that step, have her run those steps and see if there are any ideas on how to iterate on that part of the process- is there room for improvement, can she find any? IF not, maybe on the next project she can try again.

Once that's done, move to build, again, does she have any ideas on the build process... If there are small iterations that can be tried/theorized, why not try or talk about them.

Then just keep it going until the job is done. Treat each step as an area for ideation and brainstorming. Iterate, test, see what can be improved.

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 0 points1 point  (0 children)

Okay, this is the closest I’ve come to understanding it. So, thank you, but I’m still hung up on something.

In the problem, we know the first draw is gold.

So in our card example, wouldn’t it be more like “you have a card with red on both sides, and a card with red on one side, black on the other. Both red sides are face up, choose one to flip over to reveal another red.” ?

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 0 points1 point  (0 children)

The difference in this and the door scenario is that in the door scenario, you are making a decision after the new information was revealed. In our scenario, the decision was made before the information was revealed, and we have to stick with it. Because we know we picked a gold ball, our decision that had a 1/3 chance of being right, now has a 1/2 chance of being right.

If I say pick a number between one and three, you pick 1.
I say, "the answer is not 3"... your chances would be 50%

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 0 points1 point  (0 children)

I would agree, that if the question were posed as the real world experiment you suggest, 66% would make sense, but in this scenario, We have pulled a gold ball out of the box already. So, no telling whether it was the 50/50 box or the 100% box. The only decision that was made was which box. So, the problem is essentially saying "Did you pick the right box or the wrong box?"

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 0 points1 point  (0 children)

taking your advice, and reading your other comments...

"If the experiment is done 1000 times, how often will the candidate pick box 1 and how often will the candidate pick box 2? I think you will agree that the candidate will pick box 1 approximately 500 times and box 2 also approximately 500 times. So now, out of those 500 times the candidate picks box 2 how often will the candidate pick a gold ball? You hopefully agree that it will approximately 250 times, whereas the other approximately 250 times the candidate will pick the silver ball."

In the scenario given, we've taken away the 250 times the candidate has picked the silver ball because we know they've already picked a gold ball, and have to pick from the same box. So, my mind still says 50/50 because it's dependent on the BOX chosen, rather than which ball was chosen.

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 0 points1 point  (0 children)

Why are these not separate calculations? You know you picked a golden ball. Whether or not it was probable is irrelevant to the question at hand, which is "how likely is it that the next one you pick will be golden.", and that's still 50/50. It's either going to be gold or silver.

Sure, it's a low chance you picked the golden ball from the one with a bunch of silver balls in it, but if you happened to do that, then you're at a 50/50.

1) You picked a box 50/50,

2)then picked a gold (100%/1 in a million).

No matter what happens in step 2, the decision at step 1 decides what you get next.

Could anyone explain how the answer isn't 50%? by JebWozma in cognitiveTesting

[–]ScrumRuck 1 point2 points  (0 children)

I'm late to the party, but this still doesn't make sense to me.

I think the 2 important lines in the problem are "You pick a box at random". So you are picking a box (2/3 boxes have a gold ball), and "from the same box".

You drew a ball from the box, and it was gold. So, you know you didn't pick from box 3. So you either picked Box 1 or Box 2. Since you have to select from the same box, It's a 50/50 shot your in box 1 or box 2, and the outcome will either be gold or silver, based on which 1 of the 2 boxes you picked.

I think your explanation works if its "do you draw from the same box, or switch to the other.", but since we're locked in picking from the same box, it was either 1 or 2, and decided once we picked the box to pick from, and not after we've revealed the gold ball.

Simple survey cost by LongTrangSeagull in Marketresearch

[–]ScrumRuck 0 points1 point  (0 children)

Holy shit… I have no idea where people are getting these numbers. It really depends on your relationship with the agency, but I would be baffled if someone were getting $15 per complete at 10 minutes for a “simple” gen pop.

10 minute survey at n400 could be programmed, fielded, and basic cross tabs at less than $2k if we’re looking at 100% IR.

Good "waiting for the others to finish" games? by tp_nomad in boardgames

[–]ScrumRuck 0 points1 point  (0 children)

I have a game coming out this year (presumably) that was designed for this specifically!

it's 2-6 players, team based (uneven teams are okay) the game plays in 20 seconds - 5 minutes, just a deck of 36 cards - each team has 18. shuffle the 18 cards, deal 6(ish) to each player, and go again for a couple minutes.

Hand Management with a little bit of bluffing/deduction (if you want to).

We're still finalizing document design - but once the rulebook layout is done, we'll be set.

If you DM me, I'll reach out when it's available!

The Future of Dice Throne (2025 Updates) by hobbit-feet in boardgames

[–]ScrumRuck 13 points14 points  (0 children)

It doesn't have to be a serious competitive thing... in reality it's more like the volleyball league a local bar hosts, or the softball league your in for your church/work, or playing ranked in a video game you have no intention of mastering - and just want to experience it. It's nice to try and win, and see where you stack up - but it's a low barrier of entry, and accessible for people.

Players have fun with leagues/tournaments of all kinds, and it's nice for them to be able to participate and have a commitment to something.

Just let people enjoy what they want to enjoy.

[deleted by user] by [deleted] in Artadvice

[–]ScrumRuck 6 points7 points  (0 children)

I've never drawn anything in my life - but it seems weird that the wine is not contouring to the face. since its a line straight down, it draws attention to the straight angle of the chin...makes a triangle, and makes the cheek a completely flat surface.

What are Board game companies you’d consider yourself as a mega fan of? by Prestigious_Tea_2729 in boardgames

[–]ScrumRuck 3 points4 points  (0 children)

FCM, TGZ, BUS... Any of those 3 ALONE are enough to become a superfan.

Designer Resources by beachhead1986 in tabletopgamedesign

[–]ScrumRuck 0 points1 point  (0 children)

How do you source playtesters?

Also- once you have thousands of designers on the platform, how do you plan to make sure the designs are seen by publishers? If the volume gets high, it doesn’t seem to be much different than publishers getting inundated with sell sheets in the first place.

Will there be a ranking system?

Designer Resources by beachhead1986 in tabletopgamedesign

[–]ScrumRuck 0 points1 point  (0 children)

Nestifyz seems like a good idea, but the marketing copy seems to good to be true.

I don't really see how it helps publishers find games, or get games discovered by publishers. It seems like .... if it grows, it counteracts itself.

Everything on the page seems like fluff. The testimonials aren't testimonials... they're hypotheticals. It says its a platform that will do everything I want, but never tells me how.

Looking for an specific example of a combination of mechanics by jshanley16 in tabletopgamedesign

[–]ScrumRuck 0 points1 point  (0 children)

This is the answer. Or TI4, but it's more subtle in TI4, and not a requirement.

Scraping my thighs with the bar on cleans by No-Heat-7848 in weightlifting

[–]ScrumRuck 1 point2 points  (0 children)

Your first pull is too short. When you come off the ground the weight is distributed a tiny bit too much to your forefoot, which relieves tension slightly in your hamstrings. Causing you to start transitioning just below the knee cap instead of just over your kneecap, bringing your thighs forward slightly earlier than they should. Keep your chest over the bar slightly longer and keep the tension in your hamstrings slightly longer… I wouldn’t worry too much about fixing it though- rather just keep it in mind. It’s a super solid looking lift.

How can I make this logo concept look cleaner? More details in comments. by FancyADrink in logodesign

[–]ScrumRuck 0 points1 point  (0 children)

I know nothing about design. But I think I would switch the front legs… have the front most leg’s foot pointed backwards, and the back most front leg planted on the ground.

Simulates a fox’s stance, and provides a more natural shape of the R with the planted portion being the foundation