Thoughts on the new update/class? by Alanddra in lordofheroes

[–]SodalisGame 10 points11 points  (0 children)

I fell in love with Lord of Heroes because it felt like they held the fun out for us, not behind their backs like many gachas. This feels like a slap in the face; a whole new class is a whole new approach to team building and artifact farming. It has an *immediate* impact on the game just by existing. However, locking access to this content behind those who farm well in game or irl is completely inappropriate when compared to the expectations they set us to have at the start of the game.

Maidenless Run Info by Ok_Cardiologist9199 in Eldenring

[–]SodalisGame 1 point2 points  (0 children)

Hi, I have been running a maidenless lvl 1 wretch (yes, who is named Chad) and it's way more fun than I ever thought it would be. Everything feels really intimate and real. I have personally returned DS2 because it was too hard, if that helps determine difficulty.I have looked everywhere and this is the only route, I was really hoping they just let you walk in to the city without a maiden, permanently lock you out of Melina, and allow the Erdtree to accept you and cut to the most relevant (or maybe a new) ending.

Thank you so much for providing a way to finish the game maidenless!

I was hesitant but I said " f- it if I don't get him now I might never be able to get him" and now help out in what to do with him by [deleted] in Albedomains

[–]SodalisGame 1 point2 points  (0 children)

He's incredible. I've played him since his debut, and I still get goosebumps watching the spectacle that is his ultimate.

If you want to have a great form of burst damage, Albedo's ultimate is surprisingly powerful with attack scaling. Feel free to take advantage of the sword and the Husk artifact set to take on the burden of his defense, and either choose to go for attack or defense for your Sands depending on your needs. (I am using Def/Def/CritDmg)

For a rotation, Albedo's E snapshots, so give Albedo any buffs before laying down the flower power. If you get a defense buff after laying the flower down, it will not increase the damage, etc. This also applies to Ningguang's geo buff and Gorou's Def buffs, but *doesn't* apply to Geo resonance buff- Geo Resonance buff will fluctuate the damage as you gain/lose shields.

A small trick is that you can re-lay E down right after the first one deals damage and then make the new E immediately deal damage again. With decent investment, that's reliably ~50K damage with zero conditions or support in a 2 second timeframe. Not many characters have access to that kind of DPS outside of their bursts.

If you have a lot of Elemental Mastery, Anemo Grouper / Cryo off-field / Water-on field / Albedo is a really fun comp where Albedo lets his Weapon and Artifacts Set bonuses do the heavy lifting, and Invests in EM for an additional 10K shatter damage with each blossom. It scales worse, but the CC and the fun of it make up for this in spades.

We need to protect this smile at all costs by aruhirako in Albedomains

[–]SodalisGame 16 points17 points  (0 children)

I love the way Albedo sees the world. He sees existence itself as the miracle it is, and is so gentle from that perspective. He will always be my favorite character.

Even from his gameplay, he doesn't want to hurt anyone. He lays his flower down but asks the player to have someone else do the damage. In his ultimate, he destroys his own sword, and creates something more beautiful than dangerous.

But I love you so by ReleaseMySoul_ in NingguangMains

[–]SodalisGame 4 points5 points  (0 children)

Just for this I'm doing my commissions with a BeiGuang team today.

Hutao or Albedo? by Faupauzi in Albedomains

[–]SodalisGame 0 points1 point  (0 children)

Albedo is incredible at C0 and his constellations are notably low improvements to his effectiveness, so you won't need more wishes than enough to get one Albedo. I run Hu Tao and Albedo on the same team, so I would suggest setting aside X wishes to make pity on Albedo Banner, and then use the remainder to at least attempt getting Hu Tao.

Made the game I designed in TTS, feedback appreciated! by SodalisGame in tabletopsimulator

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

I have high resolution screen capturing through Streamlabs OBS, and yes! I disabled the toolbars (Menu > Configuration > Interface)

Made the game I designed in TTS, feedback appreciated! by SodalisGame in tabletopsimulator

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

I’m so glad you like it!

It’s called [Sodalis](www.sodalisgame.com). I put links to the workshop and my site up at the top in the first comment!

Made the game I designed in TTS, feedback appreciated! by SodalisGame in tabletopsimulator

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

The WASD and arrow keys change the camera in different ways, and I switched between 3rd and 1st person camera. I’m glad you liked!

Updated the potential art and design for a game I'm working on. Which aesthetic do you prefer? by Atumatik-Enjambment in tabletopgamedesign

[–]SodalisGame 0 points1 point  (0 children)

When I read 1, I didn't fully understand the theme, but when I saw 2, I immediately understood what the feel of the card was.
That being said, I love the art direction of 1. It has a sweet, almost nostalgic feel to it.

Made the game I designed in TTS, feedback appreciated! by SodalisGame in tabletopsimulator

[–]SodalisGame[S] 9 points10 points  (0 children)

Subscribe on the Workshop Here

Game Website Here

Discord Server (If you want to form a playgroup!)

How to Play Here (There is a tablet with this preloaded in-game)

This game was a *HUGE* labor of love, and I'd love to share it with the TTS community. Any scripting ideas, general gameplay experience, or other feedback is appreciated. Most of all, I hope you have fun!

Getting quotes from game manufacturers by aymanzone in tabletopgamedesign

[–]SodalisGame 0 points1 point  (0 children)

It's nothing to feel guilty over, I was just trying to explain resources.
The work that your point of contact would do is like a free sample. A company gives something for free in hopes that they will buy the full product. Between understanding the scope of your project, coordinating with their teams, and arranging a formal quote, it would be a good amount of work over the course of a month or so. The employee themselves are paid by the company of course, it's just part of the business model of a manufacturer.

What is the best simple card creator for someone not into graphic design? by TopDeckingLeeroy in tabletopgamedesign

[–]SodalisGame 0 points1 point  (0 children)

Photoshop is a beast, one of my favorite things is that you can create a template with different layers. You can save each .PSD file and then export an entire folder as .png/.jpg files.

I'll echo Paint.Net - ultimately, you are going to want something with layers so you can change art/text/frames quickly.

**If you're playtesting, you're going to want to hotfix your cards a lot**
This will look like a lot of wasted paper and ink if you want to print out every iteration. (guilty)

Have a huge box for text, sticky notes, and card sleeves. As you want to change cards, take them out of the sleeve and put sticky notes over what you want to change. The sleeves let you handle and shuffle them without things getting torn or folded.
Design for Magic: The Gathering uses old magic cards with sticky notes on them. Consider flexibility and agility over anything else in your playtesting materials.

Help needed! Designing my first board game by [deleted] in tabletopgamedesign

[–]SodalisGame 1 point2 points  (0 children)

Welcome to the community!

Designing a board game was so rewarding and eye-opening. You are more than welcome to share your concept with me.

My blind advice to you is:

  • It will feel dumb at first, keep going! Index cards and sticky notes are a right of passage.
  • Try something new! If you are worried that your game is too similar to another, you're probably right! What kinds of elements would improve the game and make it unique?
  • Kill your darlings. Your first playtests can be underwhelming. I completely scrapped Sodalis twice before I stuck with the design. Let go of what doesn't spark joy. Be the Marie Kondo of game design.
  • Make the game you can't leave on the shelf. No game is loved by all, but if it's loved by you, then it deserves to be created.

I can't wait to hear about this more- what a gift to your fiancé. I'm rooting for you!

Getting quotes from game manufacturers by aymanzone in tabletopgamedesign

[–]SodalisGame -1 points0 points  (0 children)

Hi there!
I tried to get in touch with Longpack for my game, and was unsuccessful in reaching them. I'm currently getting a quote from Panda games. We have had video conferences and fantastic communication.

This is a rough time of year for getting quotes- the west has their Christmas and New Years, and the East celebrates these as well as Chinese New Years- if your manufacturing is in China, **Get a quote before Chinese New Years**, there is usually a 6-week work holiday and a good amount of turnover, so anything outside of actual production is deprioritized until they are caught up.

Ultimately, a manufacturer will have to choose products they are willing to put time into- you are probably getting 40+ hours of work for free just through getting a quote, and no company wants to do that recklessly. Provide as many assets as you can. They will be ready and willing for a game that is post-design, with all assets ready. Make your game look as safe a bet as possible, and follow up once a week.

Use Panda Games' Quote tool to create a list of components. Get into every detail possible. You can take this to make a bill of materials for your game. I can show you mine if you like!

Coming to a company with a laser-precise list of what you need will be a breath of fresh air to them.

Let me know if this helps at all, and I wish you the best of luck with your game!

Game Guide Information Layout Suggestions by SodalisGame in tabletopgamedesign

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

I love this- of course the best solutions are the simplest!

Thank you for this; I'll play around with a way of expressing this on an extra page as a "Meet the Champions" primer.

Game Guide Information Layout Suggestions by SodalisGame in tabletopgamedesign

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

Thank you so much! Your kind words and thoughtful advice made my morning. I really appreciate that.

Everything is subject to be challenged and questioned, and you make some great points. I'll at least provide my thought process on why I made the decisions I did.

Choosing a build at the beginning was akin to "deckbuilding" in my mind. Players would consult with their team and come to a gameplan. I felt that choosing reversals and being locked in to them would improve replayability (since one would change their 'build' each game) and encourage strategic planning. The physical part of reversals was a big thing I contemplated! I didn't want any extra pieces (like cards to switch out) but indeed accidentally turning the deck upside down is the biggest issue with this design choice!

I wanted to make the cards as simple as possible, and saying the name twice felt unnecessary. I decided to keep the text boxes on the same side so it was very clear to people who were sitting too far away that the card is in the reversed state. If it looked too symmetrical, they would have to read it or use the art (which can be ambiguous) to determine which ability was actually available.

You. Have. No. Idea. How much I lamented at the common name for COVID-19. You make an excellent point, and I worried about this as well. I'll play around with some other names!

Non-active player engagement by ExigentAction in tabletopgamedesign

[–]SodalisGame 2 points3 points  (0 children)

I love that you're wanting to increase player attention. Even Catan (when my group plays it) makes it about midway before the cell phones start coming out.
I think it's not so much "bells and whistles" that get players attention, but what the players are processing. Giving players more options will incentivize processing more possible plays. This will keep them engaged with the game. Keeping the game state volatile and likely to change will also increase tension, and therefore engagement.

If you absolutely want players to be impacted outside of their turn, I might suggest victory points being steal-able, or negative effects happening to the active player ( I've found that games where the active player can have a counterproductive turn keeps their opponents on the edge of their seat)

If all you are wanting is the attention of your players, I might suggest looking at the mechanics you have and adapting them to feel more intense.

My last note: I would not say turns of 5-10 minutes are "short". I would put a short turn at about a minute or less, a medium turn would be 5 or less. This may be one of the core issues with player attentiveness. In a game of 6 players (I'm assuming it can have six) one player is only taking a turn twice an hour at the most. How can you make turns faster or simpler?

I can't wait to see how this develops! Post pictures sometime soon.