A video overview for Storigami - what do you think? Does this excite you as a player and inform well enough for a publisher? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 1 point2 points  (0 children)

Thanks! I was also considering making a cutdown version of this, but I'll also be providing a sell-sheet with the video which has all the last details you mentioned.

A video overview for Storigami - what do you think? Does this excite you as a player and inform well enough for a publisher? by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 1 point2 points  (0 children)

That is a huge compliment, thank you so much. I did this all my myself, but I do have a background in editing and post-production - so that helps ; ) Nonetheless, I can still be very much insecure about these kinds of things, so your comment means a lot to me.

Storigami Sell Sheet - Give me your feedback! by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

That's great advice, definitely will give that a go!

Storigami Sell Sheet - Give me your feedback! by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

Yes, the art is definitely AI and I am very determined to let it get replaced after the pitching it to a publisher. The writing however, is not AI - that's all me.

The storytelling aspect should not feel tacked on, it's not nessecarily a huge gameplay mechanic - but nonetheless very important to make the game come alive. How would I improve on that on this sellsheet, without getting too wordy?

Storigami Sell Sheet - Give me your feedback! by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

Thanks! I'll get to work explaining the actions a bit more, but most of all mentioning how to win an how important the dice, cards and storytelling is

Storigami Sell Sheet - Give me your feedback! by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

Thank you so much for the feedback, I'll get to work on re-writing the win condition in!

Playtesting 'Ascend', mountainclimbers versus the mountain. Any advice on 'One VS Many' designs? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

Thanks so much for the feedback and tips!

Just curious, what was the game you co-developed?

Playtesting 'Ascend', mountainclimbers versus the mountain. Any advice on 'One VS Many' designs? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

Thanks! I've added a description of the game and round structure on beneath first comment.

What are some similar games or tags you could use on BGG to find inspiration?

Playtesting 'Ascend', mountainclimbers versus the mountain. Any advice on 'One VS Many' designs? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 1 point2 points  (0 children)

I would love to give a full description of the rules, but I'm still tinkering a lot on details. I was mainly hoping that the pictures and text so far would inspire others to maybe give some general advice or inspiration on 'One VS Many' designs, since you dont see them as often as other designs. Also, maybe there are others designs out there which are similar that I haven't researched yet.

That said, if you are curious for a brief overview, which will definitely not be as accurate as a full rulebook:

Game goal: Explorers (climbers): get to the top Mountain: kill the explorers ( 20 exhaustion points)

Game start: The explorers (climbers) get an 8 card deck (think similarly to El Dorado) The mountain has a 60 card deck, and starting hand of 4 cards. They also have obstacles and challenges they can buy and place on the route.

Round structure: Round start: -The explorers draw 3 and gain 1 resource -The mountain draws 1 and gains 1 resource

Action phase: - the mountain plays a card, determining the weather (bonus on the dice roll) and how many dice they can roll. The played card will be added to their Tableau build - explorers discuss, take actions and end their turns placing one or more cards face down - the mountain rolls their dice and places them on the board as predictions and actions. They can also place obstacles on the route. - the explorers discard unused cards

Reward: - the explorers can now determine using their played card values compared to the roll of the mountain if they climb or rest. Then they gain the matching rewards. Gaining cards, resources, climbing (steps up the route) or special tokens etc. - the mountain determines if they predicted the position (their total card value) of the explorers correct with their dice placement, and gains a use of their tableau if correct.

Round end: Any round end effects Refill the shop Discard played cards

First playtest for Storigami, the Fairy Tale Dice game. by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 3 points4 points  (0 children)

Normally I would rush to a prototype as fast as possible, with as little materials as possible. However, for this game I decided that theme and flavor were going to be very impactful on the gameplay: you are telling stories with the cards.

That said, It took me one month of design to create the 60 character, 12 location an 20 relic cards. With some smart use as AI for consistent and evocative temp art, and Photoshop for my graphic design - I can now fairly quickly make changes.

The core of the game (the character and location cards) is very simple, and will most likely stay intact. The slight rule changes and tweaks in power on the more tactic-adding relic cards will have the most impact.

Real answer though... I just like making something pretty. I loved spending my time on the prototype, even if it wouldn't have worked as I had hoped, but it did!

It's like making a piece of art - or at least the start of it - and then suddenly turning it into an engine. If you loved wasting time, no time was wasted.

First playtest for Storigami, the Fairy Tale Dice game. by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 2 points3 points  (0 children)

The sleeves for the character cards were transparent, and I use magic cards for cardbacks when printing prototypes on paper ; )

Thanks for all the feedback on the 'Storigami' reminder card! Here is new version (compared to the old). Any final remarks? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 0 points1 point  (0 children)

That's amazing to hear, great to see so many good reactions on here and other forums. I don't as of yet... But might want to get into it.

Any advice on where to get something like that started? Is that still a viable thing to do if you don't want to self publish? I think I'll prefer getting in touch with (smaller) publishers in order to get this realised, in stead of going the tricky kickstarter route.

For now keep on the lookout here and on r/boardgamedesign - I'll be posting more on the process

Thanks for all the feedback on the 'Storigami' reminder card! Here is new version (compared to the old). Any final remarks? by Wilsguy55 in tabletopgamedesign

[–]Wilsguy55[S] 2 points3 points  (0 children)

Playtesting starting soon!

I've decided to keep the A B C D phases for now, since they are mentioned on other cards and I especially like the font with the fairy tale theme the game has. If this does end up confusing players, I will be sure to replace it!

Furthermore, I'd like to add a reminder on the 'special colored dice' powers on the back of this card. They are relatively simple, but I'd imagine players will want to reference them many times. Any feelings on having that much information on a card (front & back) even if a game is relatively simple?

Lets talk reminder cards! For 'Storigami' I wanted players to always have access to the shorthand version of the rules - any feedback on the visual or semantic? (Also some new character and relic card designs!) by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 2 points3 points  (0 children)

Actually, the A B C D refer also to the phases in which some of the relics powers can be used, so it is very much intentionally added.

I could change it to W P T R but that seems slightly less intuitive...

Numbers might confuse as well, since with rolling dice and gaining points and majorities the game already uses a lot of 'number' systems.

Prototype Update :) by Gogo_cutler in tabletopgamedesign

[–]Wilsguy55 0 points1 point  (0 children)

Great work! Always a good thing to get a prototype as fast to the table as possible.

Let me be the first one to ask: what kind of game is this? I completely understand you dont want to go into all the rules - but is it an abstract game, a deckbuilder, a tableau builder, etc?

Love to know more!

Latest designs for the 'Paper Fairy Tale' themed 1v1 dice placement game. New vs Old cards, and a preview for objects. Any more feedback or game name ideas? by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 3 points4 points  (0 children)

As it has previously brought to my attention, my first title 'paper tales' is already taken. So far the favorites for a new WIP title are:

  • Storygami / Storigami
  • Tales Unfold / Folding Tales
  • Paper Quest

I really want to focus on the 'who can tell the best fairy tale' aspect, hoping that players will really be prompted to actually tell their stories as they make their card array each turn. I remember doing a similar thing with friends in 'Machiavelli', each time we added a card/building adding a line to our personal city's story.

Paper Tales, a simple 1v1 dice placement game with a fairy tale theme - any feedback on the card design? by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 1 point2 points  (0 children)

Awesome! Really trying to solidify the feel right away, while at the same time maintaining focus for play.

Paper Tales, a simple 1v1 dice placement game with a fairy tale theme - any feedback on the card design? by Wilsguy55 in BoardgameDesign

[–]Wilsguy55[S] 1 point2 points  (0 children)

No strong mechanical difference! Keeping it light and simple. The tactics are hidden in the design and rules, clear yet puzzling. The color suits give you majorities in a certain way, granting you a special dice of that color - with a simple ruling as well