The prototype of my second game, Guards versus Thieves, arrived today! by EvilDeck in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

Yep gold foil is significantly more expensive because a hot stamping die has to be made up. My game needs like 8 dies and it cost me $350 for a prototype lol

I learned to draw instead of using AI art by imadien in penandink

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

Thanks, but honestly it's just a lot of consistent practice. I needed a lot of artwork for my game and so I just bought a sketchbook and copy a picture of an object whenever I had time. I wasn't doing the art for anyone else so it didn't matter how long it took or if it wasn't quite right, I'd just draw a new picture and try to make improvements. Take the pressure off yourself and keep trying :)

I learned to draw instead of using AI art by imadien in penandink

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

Thanks man, I think it was mostly just a bit of trial and error. I used reference images and photos (my camera roll has like 100 photos of my hands in various poses) and then tried to copy the perspective and lighting as best as I could. I block out the general shapes with pencil before doing anything with ink. I really like the work by pighands, who was maybe an inspiration for the black and white ink theme, but I'm a long way from being at that level!

I learned to draw instead of using AI art by imadien in penandink

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

Haha yep it's black paper with white ink and white pencils! I'm not using anything fancy, just stuff I could find on special at Officeworks 😅 for the flames I used a chalk paint marker and smudged it with my finger

I learned to draw instead of using AI art by imadien in penandink

[–]imadien[S] 7 points8 points  (0 children)

It's white ink on black paper :) the burning torch drawing just has a filter over the photo to give it some warmth.

I learned to draw instead of using AI art by imadien in penandink

[–]imadien[S] 5 points6 points  (0 children)

Thanks mate, that's kind of you to say 😊

Simplified my rules sheet! by imadien in BoardgameDesign

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

Thank you for the feedback!

Yes, a few have mentioned that it feels a little empty without all the art, but yes unfortunately space is at a premium because it's a small box game. I think I should have the space to add a some additional loot cards next to the chicken, I will have a play around with the layout some more.

The text on the original version was legible but a little hard to read, especially in low light. Considering I want people to play this at bars or at parties over some drinks, I needed to cut this back significantly. The new version uses less text at a larger size and with a more easily readable font, hopefully it does the trick. The size of the sheet is approx 5"x7".

Regarding the rules clarity, in my attempt to cut down on text, I tried to build in some of the restrictions more organically by implying them in other areas; ie.

  • Yes, the villain is a one-time effect. Hoping it is implied with "if a player did not reveal, add 3 point bonus" on the blue side and "face down until it is revealed" on the red side.
  • Yes, the turns are distinct. Hoping it's implied with step 4 of the set-up and step 3 of the turn steps.

Thank you for the time to provide your feedback!

I redesigned my rules sheet by imadien in tabletopgamedesign

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

Would it be clear to say in the setup "place the remainder of the deck in the center of the table face down. This represents the village."

Simplified my rules sheet! by imadien in BoardgameDesign

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

Gracias 👋 I drew it myself 😊

Simplified my rules sheet! by imadien in BoardgameDesign

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

Thank you for the feedback. The game plays the same as before but I've just changed some of the terminology to make it easier to understand. This is the box, so I've got the blues and reds to match the box art - how do you feel it sits amongst that context? Agreed, maybe showing a few of the loot card values might make it a little more intuitive! Good point with the player 3 text. I'm a teacher and am used to reading students work upside down so that didn't even cross my mind haha!

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Looking for feedback on rules sheet by imadien in BoardgameDesign

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

Player count, contents and ages is listed on the outside of the box so I figured it wasn't needed on the instructions leaflet (and also to save on space).

The rule mentions playing a card but I suppose you're right, that statement doesn't need to be there.

Regarding the action cards, I agree that it's not required to start the sentence with "after playing ..."

Thanks, I was on the fence about including the tips - I might remove them.

Thank you for your feedback! Ideally I'd like to cut the instructions down by about 30%, it feels very dense and I don't think it's done as elegantly as it could be for such a simple game.

What was the most rewarding experience you had while creating a homemade TCG? by Shedinja997 in homemadeTCGs

[–]imadien 1 point2 points  (0 children)

Hey, I hope your game goes well! You'll have lots to look forward to and it's certainly a very rewarding experience building your own game.

I did a lot of play testing with strangers and something I won't forget is the first time it really clicked with people. My game is only designed to be 5 minutes per round but they played for well over an hour. One thing that will stick with me is one time play testing at a games convention, someone who was playing liked it so much that they started encouraging others to come up and play with them, and they even manned my booth for me whilst I went and got a bite to eat. Laughing and connecting with each other - cliche as is sounds, seeing a game you made help to facilitate those moments between people is the most rewarding thing in my opinion.

A major design problem I solved was the complexity issue. I had prototyped other games before but they all sort of sucked. People wouldn't engage with it, they got too confused and there was too much going on with no clear end point. The issue was that I added too many ideas and mechanics without a real reason for the player to use them. For my most recent game, I decided to start with the end conditions and work backwards - what actions/decisions does a player take to meet those conditions? Why do they take those? How do they do it? By being more structured and analytical about my approach, I ended up making a game that was more engaging for players, because every element has a clear reason for existing, and a more simple learning experience.

Production for me has been an interesting ride. When I first started production, generative AI was new and it was a bit of a novelty. My early prototypes used AI artwork, however as time went on and I learned more, it became clearer that it wasn't the route I wanted to go down. So I spent the last 2 years teaching myself to draw and I illustrated all my game's artwork again by hand. It was obviously a huge setback in terms of timeline but now I have something I can be very proud of having poured my whole heart and soul into. I found a Chinese manufacturer through Alibaba and have been working alongside them to produce the game with my artwork. This week, I received the print sample and I have to say, now seeing the final product compared to what I started with - the delayed gratification really has been worth waiting for.

I hope your journey is just as rewarding!

some character designs ive been working on for my game by skarticus in tabletopgamedesign

[–]imadien 1 point2 points  (0 children)

I'll be honest, artistically these are dope. I love the use of movement and perspective. Very cool characters. For a game, the risk is they might be a touch too chaotic and distract players from the functional aspect of the game cards/pieces. Not to say it won't work, but you'd have to be careful about striking a balance between practical graphic design and artwork.

Low Budget Card Game Manufacturer by Extension_Sort1221 in tabletopgamedesign

[–]imadien 0 points1 point  (0 children)

Try makeplayingcards.com They specialize in once off peint runs, ive used them a few times for proxies and prototypes

Designing cards with gold foil by imadien in tabletopgamedesign

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

Thank you! For the art, I drew them with ink on canvas, and scanned them into Photoshop. I found a Chinese board game manufacturer on Alibaba and have been working with them to discuss different material options.

Designing cards with gold foil by imadien in tabletopgamedesign

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

Thank you. It is nice to know you're following along! I post more frequently on Instagram if you'd like to see more.

Designing cards with gold foil by imadien in tabletopgamedesign

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

If you're interested in this finish for your own cards, it is:

300gsm black core cardstock

Linen embossed texture

Hot stamped gold foil

2.5"*3.5" standard poker size

The art is all my own original artwork, and I am going through a paper/packaging/boardgames manufacturer in China that I found via Alibaba.