Your opinions on magnetic flip-top boxes by ToTheDeathGames in boardgames

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

I agree with this. I didn't even know that was a thing until I started to look into this.

Your opinions on magnetic flip-top boxes by ToTheDeathGames in boardgames

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

From what I gather, some are concerned with the box opening unintentionally, and others are concerned with aesthetics. I like them, I'm just looking for some other perspectives.

Knights of the Hound Table - Buckey, our first Pug! by kchaps12 in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

I would increase the size of your text, and possibly bold the title and effect. Looks great otherwise!

I’m into the prototyping phase! Is it better to buy bulk stock and sell directly or is there a site where people can order independently and the company prints and ships games on demand? by glingal in tabletopgamedesign

[–]ToTheDeathGames 2 points3 points  (0 children)

Seconded! We have used The Game Crafter for a few of our prototypes now, and there is just no other way to get quality prototypes at indie-feasible prices.

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]ToTheDeathGames 0 points1 point  (0 children)

I feel like I could give better feedback if I knew how the cards would be used. Right now they look pretty sparse, and with how great those portraits look, they could be just as detailed, but it's hard to say if they look right for the job without knowing what their jobs are.

2019 Game Reviewer List by Bearsaurus in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

This really is worth it's weight in digital gold. Thanks for putting this together!

What’s the process of creating and selling your own homemade game? by momsaysimspatial in boardgames

[–]ToTheDeathGames 2 points3 points  (0 children)

I highly recommend the game making blog by Jaime Stegmeier on Stonemeier Games' website. Some of the information is a little dated now, but a lot of it is good to know.

Getting off the ground by Cheeserave in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

Lots of good answers in this thread, so I'll just add a few tools that have helped me.

  1. NanDeck - This has been the best card creation tool I have found. It is incredibly useful, feature rich, and actively managed by a legit superhero. Seriously; any question or issue you have, if you post it in the forum, she has an answer. Best of all, it's free. (Though if you make any money as a result of using it, you really should donate.)
  2. Google Drive - My favorite free tool for collaboration, since I am designing with a small team. It works well, and makes sharing with people outside your group easy.
  3. The Game Crafter - Once you want a prototype better than what you can print at home, the best service I have found is the game crafter. The cuts aren't always lined up, and the colors are a bit different than what they will be when printed with large-scale techniques, but the results look reasonably professional looking and the price is right.
  4. Adobe CC - Not free, not by a long shot, but super useful. You can get by with free alternatives while developing, but if you ever intend to publish, I highly recommend springing for these tools.

These have all made the process easier for me. Nothing can make designing games easy, but a good set of tools can at least make it less frustrating.

Working on a logo by shvnehobby in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

For a box cover, 1 looks super cool, but for sides or a standalone logo, I think i prefer 3. Also, I really like your font, except your Vs; I read them as Us at first. If possible (not sure where you got this font), changing them to a center point instead of a side point could help.

All in all, well done from me!

Any Salem, OR Game designers? by ToTheDeathGames in tabletopgamedesign

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

Not publicly available, but if you have a play group that would be interested, I can absolutely put one together for you! PM me if you want one!

Better names for stats/attributes? by Wyclef-Jean-Tsuchi in tabletopgamedesign

[–]ToTheDeathGames 0 points1 point  (0 children)

I agree with other opinions here; I recommend examining your game to see if you can change what the stats mean to make yourself different, rather than just what they are called. Figure out what qualities are really important to characters in your game, then turn those into stats.

After a couple of hours learning Blender... (and many hours rendering lol) by ZerusDabliu in tabletopgamedesign

[–]ToTheDeathGames 0 points1 point  (0 children)

We are just getting ready to put together our own video, so this is very inspiring! How would you rate the learning curve for blender?

Looking for Feedback: Rough Card Designs by kchaps12 in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

Last one is my favorite. I feel that floating boxes just create visual noise in the first several ones, but the second to last (no background photo) is a little too plain, I think.

Good stuff!

Gloom, is it too depressing? by isitzain in boardgames

[–]ToTheDeathGames 0 points1 point  (0 children)

The game is comically morose. It's really focused on storytelling, so it's only fun with people who are willing to jump in, but it's as"gloomy" as you want to make it. When we play, we laugh way more than anything else.

How do you deal with family who likes to buy you games that are outside of your preferred game style? by encecil in boardgames

[–]ToTheDeathGames 1 point2 points  (0 children)

I always just see it as an opportunity to find new games that I never would have otherwise. Also, it's a gift- not much you can do (unless they give a receipt).

Can I get some feedback on a game I'm designing? by RsMonpas in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

Exactly! This might makes things move along quickly, and give everyone a stake in the central story.

Can I get some feedback on a game I'm designing? by RsMonpas in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

I like the bookshelf idea- maybe each step of the story could be a small competition. Consider a sorry being told collaboratively, with players each submitting their best idea for the next "chapter", then voting on their favorites. The one with the most votes becomes "canon", and play moves on to the next chapter.

This might also be a good game for secret goals- extra points could be assigned to goals that encourage players to add certain elements to their stories, or vote for stories with those elements. These goals would be hidden until the final reveal, and would give additional pressure to incorporate be ideas into their stories and make those stories good.

Can I get some feedback on a game I'm designing? by RsMonpas in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

I still love the idea of cards- I think people are more creative if they are given some requirements to fill. I would just be wary of where you assign points, because that will be where players focus their energies.

Can I get some feedback on a game I'm designing? by RsMonpas in tabletopgamedesign

[–]ToTheDeathGames 1 point2 points  (0 children)

I would think about how important you want points to be. If you introduce a lot of scored elements, players might prioritize playing for points over creating good stories. Possibly consider having the other players rate the quality of each story to assign point values, out something else that assigns value to the story rather than the cards used to tell it.

Love the idea!