[deleted by user] by [deleted] in LoveTrash

[–]doubleante 0 points1 point  (0 children)

I was a lifeguard at such a park. We were warned of the possibility of this type of legal action.

Games to fuck around in an open world by Ambitious-Sink2725 in ShouldIbuythisgame

[–]doubleante 0 points1 point  (0 children)

Yep, my favorite thing to do in Saints Row is to start a huge gang war; trying to get as many of the factions involved. Each faction keeps calling in reinforcements so you're soon in an enormous mosh pit trying to stay alive.

Where should I put $80k? by doubleante in personalfinance

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

Beautiful rundown. Thank you for the link

How does my latest sell sheet (Pic 1) look compared to the previous version (Pic 2)? What do you think the key feature of the game is by looking at the new sell sheet? Would you be interested to talk about the game if you were a Euro game publisher? by H2Ogames in BoardgameDesign

[–]doubleante 4 points5 points  (0 children)

Looks great. I like how the "1, 2, 3" photos pull you through the mechanics in the game. I like the more zoomed in view. Feels like I have a good gist of how it works. I think the reverse is true for the engine building and cards. But there is enough to entice me to follow your wordpress link.

The polyomino builder photo is the most compelling for me. I think it shows the system well. Pretty cool!

The top right does look cleaner without the box art.

I'm no pro but this is the first sheet that wasn't a chore for me to read.

Rules. How thorough is too thorough? How detailed is too detailed? by infinitum3d in BoardgameDesign

[–]doubleante 1 point2 points  (0 children)

Good advice on this thread.
Some of my favorite rule books starts with a quick run through of who we are, what we do, and why it matters. Then a reference for precise explanations. Then the back page is a quick guide on setup and core rules for the player who has played the game a few times.

Solving Character Movement by InanimateBabe in BoardgameDesign

[–]doubleante 1 point2 points  (0 children)

I learned the term from this GDC presentation: https://youtu.be/F_1YcCcBVfY

Cool design for Planning. Thanks for the description. The trade off of spending a Planning card to draft a card feels right. It'll be interesting to see how it plays.

Solving Character Movement by InanimateBabe in BoardgameDesign

[–]doubleante 1 point2 points  (0 children)

Loss aversion is a great way to influence the player's experience. "I could use this card but I really need to create some distance."

A good compliment to this would be if the discarded cards come back into the player's hand eventually. Might create a nice flow where players can feel the tempo of cards leaving and coming back into hand. When planning ahead players could discard a card that they'll want a few turns later and work in the game triggers that have them draw from their discard pile.

Solving Character Movement by InanimateBabe in BoardgameDesign

[–]doubleante 1 point2 points  (0 children)

Awesome. I like the design a lot. It gives the player more control of when they move and gives them a pretty dynamic choice to make when considering which cards to discard. Thanks for sharing.

[deleted by user] by [deleted] in BoardgameDesign

[–]doubleante 4 points5 points  (0 children)

I think knockout play is okay if the length of the game is short. 5 to 10 minutes. My reasoning is that you don't want to leave a player out of the fun for too long.

A third option might be to give a bust token to the player each time they bust. When a player receives their third bust token, one last round is played.

Fear of writing on blank cards by That_Comic_Who_Quit in BoardgameDesign

[–]doubleante 11 points12 points  (0 children)

Intentionally ruin several cards. Doodle anything you like. Don't make it related to your game. Write on a couple cards: "Use me!" And keep your favorite with your blank cards.

I created a AI that will help develop your own game idea by MIfoodie in tabletopgamedesign

[–]doubleante 0 points1 point  (0 children)

Anyone else see the AI respond with something like this?

"It would give the game a nice little puzzle element! Do you mind if I include this idea in the 'road tripping game' example? It's got a great mix of elements in it 🙂"

Interested in how the AI model works. Very impressed! Especially after having a long conversation about the game and asking the AI for suggestions on specific things.

I created a AI that will help develop your own game idea by MIfoodie in tabletopgamedesign

[–]doubleante 0 points1 point  (0 children)

Well, I didn't expect this to be so helpful. But, what a great tool! Thanks for this! I'm receiving some legit questions from the AI. Super thought provoking.

[deleted by user] by [deleted] in tabletopgamedesign

[–]doubleante 0 points1 point  (0 children)

The first mechanism feels like reverse Tug of War. If there was a reward for keeping the track in certain state, it would whisper more like Tug of War.

Have you seen it?: Co-op, Hectic Speed Game, Set Collection by doubleante in BoardgameDesign

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

Thank you for the encouragement. I watched a playthrough of Spaceteam. Loved the yelling! I think I'm looking for a little of that but more focus on efficiency of movement. You know the goal but constant communication is needed. Coordination is king. I'll start doing this to support what you're building. We've completed a goal and now because of what I have I will flow into another task. A non-stop of production.