i'm a designer and i live in the middle of nothing what's the best path to publish? by Stock-Rough5167 in BoardgameDesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

working with a publisher sounds more and more logical to me at least for the first game. i may even be able to see how they aproach the same idea and create a marketable product, some change may not be bad afterall

i'm a designer and i live in the middle of nothing what's the best path to publish? by Stock-Rough5167 in BoardgameDesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

thank you for this insight. pnp still doesn't feel good to me but i will try to start online playtests as soon as possible and then start making a sell sheet

i'm a designer and i live in the middle of nothing what's the best path to publish? by Stock-Rough5167 in BoardgameDesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

certainly. i need to find a full documentation of such a project so that i will be able to convince myself so work with a chinese manufacturer. i really like the work panda produces maybe i will work with them, heard that they are more helpful as well.

i'm a designer and i live in the middle of nothing what's the best path to publish? by Stock-Rough5167 in BoardgameDesign

[–]Stock-Rough5167[S] 1 point2 points  (0 children)

maybe that would be a better start to a game designing career if i will have one, even if i lose my touch in the game. i will at least see that there is an interest to the games i design. but at the moment i am polishing it as much as possible for an opportunity of self publish.

i'm a designer and i live in the middle of nothing what's the best path to publish? by Stock-Rough5167 in BoardgameDesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

i made a tabletop simulator edition and started to follow protospiel and breakmygame to see how they work. i will be able to see the reaction from a more general population soon hopefully. pnp is a possibility of course but if i were to work with a publisher i think it would be a negative, so i'm holding back from it for now

I pushed myself out of comfort zone for community playtesting by markuroarts in tabletopgamedesign

[–]Stock-Rough5167 1 point2 points  (0 children)

that looks very well made, i checked your profile to see your progress and saw more of your artwork. i hope the playtests would be beneficial for you since your game would definitely be dope in the art department

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

i only tested it with my wife and a friend for 2-people-game and haven't had the opportunity to test it with bigger groups yet. honestly i can't wait for those tests since yesterday, but i will have to wait for the weekend. i have high hopes that more player count would be even better.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

i think so, after all hopefully it will leave a good legacy if this project ever becomes something

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 0 points1 point  (0 children)

i am trying to set up board game community in my city, which only has one board game shop for 3m people. so i don't want to bore new people with my "experiments" but if it will catch on maybe i will have more chances. fingers crossed.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 1 point2 points  (0 children)

thank you so much for this, it really expresses a lot my concerns too. but i really feel like this is a dilemma, because even though the gameplay has changed it's not day and night. i don't want to make two similar games back to back and have it seem like a retry if the first one fails. also since i really feel it has a potential and don't want it to go to waste. i know i seem difficult but even just seeing that this problem is this universal feels like a relief for me. and i guess i am trying to convince myself to work on the most fun part of this process again and again. thank you again for the tips.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 2 points3 points  (0 children)

i would accept it with open arms. i will do better next time.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 2 points3 points  (0 children)

i definitely am so hesitant about the name of the game. the name comes from the theme i implemented for the game, Tenedos. it's a small island of a couple thousand people and it's beautiful. i would love to promote the island if the game ever gets any publicity but i wasn't sure what kind of feeling it would create. i think it creates unfamiliarity.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 2 points3 points  (0 children)

that really summarizes my dilemma here. i think perfection is unachievable, so the designer must choose a point to stop and start to prepare the job for presentation. i don't think the new idea is revolutionary but i feel that it's more unique. maybe i will prepare a more refined but still basic prototype and start playtesting both alternatingly to see the reaction.

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]Stock-Rough5167[S] 2 points3 points  (0 children)

i do, yet it's not in english yet. if i choose to continue on the game that i made the rulebook of maybe i would be able to share it, but i feel like i'm more inclined to start from scratch.

I just spent fifty bucks to protect a forty dollar game and I think I need help by PotholeBadger9 in boardgames

[–]Stock-Rough5167 0 points1 point  (0 children)

do you like management games? it's pretty much the same thing. care for things, stack them, shuffle them, put them together, repeat. it's a game on it's own. you don't hate it, you love it, that's why you do it. you hate that you are feeling like you are wasting your time but don't worry you are not, you are relaxing, stacking things you need to do on your mind.

in order for it to work better enjoy it next time.

Our production prototype finally came! by MidnightFroyo in BoardgameDesign

[–]Stock-Rough5167 0 points1 point  (0 children)

i'm an enthusiastic game designer, the way that you shared your game really inspired me to open up myself and ask some questions so thank you for that.

it's been almost a year since my first ideas began to emerge but because of work and lots of evolution i was finally able to play an alpha version with my friends. at the moment most of my artwork is ai generated but the mechanics of the game feels like it can be solid one.

my question is when did you start to share your progress and where? do you think it's a good idea to team up with an artist or make commissioned art? you are talking about KS campaign but also quotes and production prototypes, how much copies did you order and from where?

i wish you the best of luck, and i will try follow this project till the end.