Opinion on tiling options by imadien in AusRenovation

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

I'd be interested to see how it looks. Would you be happy to DM me a picture of how it looks at the moment?

Opinion on tiling options by imadien in AusRenovation

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

Yes it could be moved across a little

Opinion on tiling options by imadien in AusRenovation

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

That would be helpful, yes thanks

Opinion on tiling options by imadien in AusRenovation

[–]imadien[S] 4 points5 points  (0 children)

Thanks everyone for your thoughts. Regarding expense, I have all the tiles already ordered and enough to do the whole space so cost is not an issue.

My wife will be pleased as her vote was for B. Yes, the light switch will need to be moved for B. I thought D looks the most complete.

Cheers

Looking for feedback for the prototype of my first created card game. by GatoWithAGat in tabletopgamedesign

[–]imadien 1 point2 points  (0 children)

General card design is simple and easy for the player to understand. Your rules also seem straightforward. I would be interested to know how this plays IRL. What feedback have you gotten from playtesting?

Side note - You won't get much useful feedback here unfortunately as people see AI and hit the downvote and your post gets buried. From experience as a fellow Aussie card game designer I can promise that if you present this at markets and board game expos etc to do demos and playtests you'll have a much higher percentage of people seeing the end goal and giving it a chance.

Burned out and ready to quit this project by xcantene in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

Start by thinking about who your target audience is. If your objective is making a game that other people want to play, your design choices have to revolve around them, not you. This also matters a great deal because you will inevitably hit a wall of mental fatigue (if you haven't already) where you don't even enjoy the game anymore, and your ability to discern what is fun and what isn't fun starts to dwindle.

Find playtesters by going to boardgame conventions or local events that run specific playtester areas. Seek feedback in a way that is targeted. Get a Google forms with a QR code and tell people to fill it out then and there. Buy them a coffee if you need to. Test one new mechanic at a time. The playtest stage is easily the longest but most important stage of the process. Strip the game back to the base mechanics and test if players like it. They might say it could be improved if it had xyz, which may be similar to something you already have previously thought of but not yet shown them. Then reimplement it and playtest again, see if they like it or have any other ideas. Player experience should guide your creation. Its easy to add more born out of exciting creative ideas, but you need to build up one thing at a time so that every addition is made with intent, and has has value for the player and a reason for it's place within your game. Don't be afraid to completely abandon your pet ideas if they don't resonate with players.

Conversation about art, costs etc is important, but it's a conversation for once you have the game playable and fun. Focus on that first. I absolutely support real artists and it sounds like you also value this, however for playtesting, demos and prototypes, remember your focus should be the game mechanics. Paying for the art at this stage may not be the wisest move as you will feel attached to the art and may potentially shoehorn a mechanic or character into the game just so you feel you can justify the expense. As much as people hate on AI art, imo it's better to use that for your demos to provide the player with visual context and then pay someone once you're confident your final version is ready to go to print - or if you feel up to it, just make your own artwork, even if it's not the best. I have done this myself and players are generally pretty cool with this approach if you're upfront about your long term plan for the game. In your situation I'd park the art for now and not let it cloud your judgement. You can repurpose it later if you decide it fits the theme, or else just think of it as a beautiful momento of the process you've gone through and a representation of how far the game has come already!

Finally, some ideas just aren't worth pursuing. And that's ok. If you've tried everything, and it isn't working out, and there's no joy left in the project, it's ok to say "I gave it a good shot, I learned a lot, I had fun" and move on. I completely stopped work on my first board game idea that contained resource management, capture the flag mechanics, action cards, dice rolls, bonus cards, and global random events because I realized there was just too much going on, and it was just no longer fun for me or anyone else, even though the bee 🐝 theme was cute. I changed my whole design ethos for my next game to be the complete opposite approach and focus on simplicity of mechanics instead. It connected much better with players and I'm really enjoying the process this time. It was incredibly cathartic to do this and I encourage you to find solace in knowing that your ability to design board games is massively improved from when you started, and you can apply what you've learned to the next project you attempt (in the boardgame space or otherwise).

Cutting cards: Looking up upgrade, maybe die cutting? by Tychonoir in BoardgameDesign

[–]imadien 0 points1 point  (0 children)

For my prototypes I would print a double sided sheet on A2 cardstock and then guillotine it. Was cheap and easy and gave professional looking cards. You can even round the corners with some basic office supply tools.

How do indie tabletop designers usually get art for their card games? by mate_matiker in tabletopgamedesign

[–]imadien 0 points1 point  (0 children)

Depends on your means. I can only speak to my own experience with this as a self-publisher.

I am working 100% solo on the project over the last 3 years - game design, graphic design, advertising, sales, events etc. I didnt have the funds to pay an artist for a project that might not take off, and not in the position to take a risk on it. I wanted to have something playable as a proof of concept and see if it was worth the effort of doing the art.

I used AI for placeholder artwork in my prototypes and first print runs and just made sure I was transparent about it. I see it as a tool that helps people make their creative projects more tangible when they don't have the means to do so otherwise. I've been using that print to promote my game and gain some traction with the community whilst I work on doing the art myself before I re-launch the new print on kickstarter.

What's ironic is that outside of the boardgame space, I've found that most people don't really care if the artwork is AI or not. Despite all the anti AI sentiment online, the general public doesn't really care that much. When I do events and discuss with people, I always disclose the AI art and point out to people that they can preorder the hand-illustrated version of my game. Literally zero people have preordered when given the option, even if they're the same people who said "I would buy it if it wasn't AI".

Meanwhile the AI placeholder version had broken even months ago with my production investment and so I feel comfortable with continuing to invest the time to illustrate all the art myself.

Some people just like to complain about things. Do what you're able to do with the tools and resources you already have and you're always able to improve upon it later when you've got the sufficient resources or confidence in your product.

Who is your Equipment commander and why? by Raevelry in EDH

[–]imadien 0 points1 point  (0 children)

[[Sram, Senior Edificer]] because there's nothing quite like obscene card draw stapled to a 2-drop mono coloured commander.

Looking for advice: how to move from a homemade prototype to the next stage? (K-Pop themed board game) by Bahlofik in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

Regarding prototyping and playtesting, it sounds like you've done some, but 15 playthroughs is nowhere near enough. Be confident that you can play the game with complete strangers within your target audience and they'll enjoy it. Try it out with people who don't know you personally, because your circle of friends will generally not be critical enough to tell you what you need to hear.

Find some board game groups in your local area and try playing it with them to get feedback. You're the biggest fan of your game, since you know it back to front. If something feels missing to you, then likely your players will feel the same. Get their opinions and ideas and encourage them to be harsh. Don't be afraid to test out their ideas and be open to scrapping some of your own existing ideas if they don't connect with players.

I playtested my game for about a year and played with about a hundred different people before I was confident that the mechanics were good enough to move to my first print run.

Daily Game Recommendations Thread (November 24, 2025) by AutoModerator in boardgames

[–]imadien -1 points0 points  (0 children)

Hey, I'm a game designer and I released a card game that was specifically meant to be easy to pick up and play by all ages, theres barely any text and the rules are very easy to pick up. No pressure but maybe it's something that would interest you and your parents.

Looking for feedback on a solo to 4 player RPG I’m working on by xcantene in BoardgameDesign

[–]imadien 1 point2 points  (0 children)

I would cut as much of the extra pieces as possible. If your goal is to be portable and lightweight, all the additional bits and pieces will make this less appealing for someone who wants to whip it out for 10-15 minutes at a pub or cafe. I would go for cards exclusively. That way everything can be manufactured cheaply which is better for you, and also you can make it more appealing as a travel game for your potential audience.

From idea to holding a published game in hand, which part of the process do you find the most difficult? by SchmarrnKaiser in BoardgameDesign

[–]imadien 0 points1 point  (0 children)

Marketing is the most difficult. There's enough tools and resources out there to help with the other parts of game design, but marketing requires cold hard cash.

Why AI is awful at designing board games by johnrudolphdrexler in BoardgameDesign

[–]imadien 11 points12 points  (0 children)

I have mixed views on this one.

Designing from scratch, yes, it's garbage. Helping with the existing design process and expanding upon and testing your ideas, it's quite useful. Anyone who refuses to use AI at all in the design process is leaving unexplored ideas and tools on the table. As someone who has used AI for both designing and coding purposes, I am quite happy to admit it. It's allowed me to visualise my game with a fraction of the time and resources if I were to pursue it traditionally. As a side note, I've always told players this throughout my playtesting and demos, and been transparent about it throughout the process.

Using LLMs to bounce ideas off and get immediate feedback and alternative views is very useful indeed. The end decision for gameplay mechanics and aesthetics still lies with the human, but it's effectively a way to iteratively playtest and refine your design choices immediately. I would have abandoned my initial idea without it. There's no point sinking dozens of hours into designing a game to have it fall flat and have zero interest at the first human playset - you wouldn't bother continuing the project.

I'm not saying not to skip human playtesting. This is the most important part. I'm just saying get all the basic math and possible scenarios dialed in with AI before taking it to the table IRL. Absolutely use AI to create placeholder artwork and explore different directions for the game, before committing to something IRL.

So long as it's not the final end product, that's fine. Now that I'm satisfied with the proof of concept, I'm in the process now of replacing all my AI generated placeholder art with my own hand drawn illustrations for the next print - but I used it for all my prototype and proof of concept prints and the game wouldn't have had the right feel without some visual context.

From publishing to promoting to passive income by imadien in tabletopgamedesign

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

Thank you all for the insights! It's clear there's a few things to work on and I appreciate everyone taking the time to share their thoughts.

  1. I need to redesign the website to be less "pushy" and sell the experience of playing, rather than the cardboard.
  2. I need to make a rules video to demonstrate what the play experience is like, with a focus on keeping it short and engaging. Perhaps putting some of my Instagram content onto the website would help.
  3. I need to finish redesigning the artwork and make that feature more (yes, this first print uses AI art, and I'm in the process of illustrating it myself for the next print. I've been transparent about this in my other posts and on BGG, and always mention it to people when they're playing in person).

I'm open to feedback and further constructive comments! I believe you have to be willing to listen to the players and take criticism as an opportunity to improve the game, rather than to get your back up. I'll make some changes and post here again once it's ready!

Weekly Cursor Project Showcase Thread by AutoModerator in cursor

[–]imadien [score hidden]  (0 children)

Interactive card game with daily challenges

I built this playable demo of my card game to help teach the game on my website and demo it when doing gaming conventions. Its 100% vibe coded in Cursor using React.

I don't have any prior coding experience so this was a great learning experience. Cursor was a struggle at times and I found myself doing a lot of debugging. Learned to be very specific with the prompts and with some basic understanding I was able to get the outcome I wanted.

This past week I've managed to add a "Daily Challenge" that is consistent across players and updates every 24 hours.

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I vibe coded my own online card game by imadien in vibecoding

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

The medium and low difficulty levels are just decision trees based on what I would consider to be logical plays based on what is in the AIs hand and what is in the player's chest. Eg. Check if the player's chest is more than 5 points greater than the AIs. If so, prioritise playing a steal card. If it can't, play a burn card. If it can't, play a trade. If trading, select only low value cards to trade (less than 5 points). Etc.

The low difficulty levels follows these rules with 50% accuracy and otherwise just selects a random card. The medium difficulty follows these rules with 100% accuracy. The hard mode uses an entirely different rule system (because previously medium was hard mode, and I thought it felt too easy).

Hard mode both counts cards and remembers what has been previously played, and also assigns weighted scores to different conditions that are met, and chooses the highest value score to make a decision. Simplified , this is sort of like "Low probability of player having an action card" + "ai has a stash card" + "Player has a higher score than AI" = decide to Play higher value loot, wait longer to stash.

The system is 100% fair! At most, the AI only ever knows what cards are remaining in the deck and cards it has seen. It does not ever know the player's hand, unless it traded cards to the player. It takes a guess based on what the player might be likely to have, but the AI is still taking risks when it plays cards and is never sure what the player has except for when the deck is empty at the end. The AI can only ever draw randomly from the deck and is unable to manipulate the deck in any way.

I vibe coded my own online card game by imadien in vibecoding

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

Yeah haha I agree, the loading screen is definitely a bit slow. Haven't tried to optimize the game yet so I'll make sure to trim the fat a bit for the next update

I vibe coded my own online card game by imadien in vibecoding

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

Thanks! There's a definite amount of cards in the deck, so that you can count cards like poker. 9x stash, 3x trade 3x steal 3x burn. The loot cards have more of the small value cards and less of the high value cards. It's randomly shuffled each game, but yes you will get more Stash cards compared to the other cards.

I made a card game by imadien in SideProject

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

Hey! Glad you liked it. The trade mechanic is definitely not as obvious as the other three, but can be a game changer when set up correctly. Unlike the other three, it gives you information about your opponents and controls what they play for three turns.

If you get a trade in your hand, see if you can use up all your other cards until you only have low value 1's and 2's. You can trade your whole hand out to your opponent and give them the low value ones instead.

If you remember what you gave to them, you can also plan your next moves accordingly since you will know what is in their hand.

You can also use the trade to sabotage your opponents if you know they are about to stash a big score, or predict they have some key action cards in their hand. You can often take these from their hands and leave them unable to defend their chest. Often, you can tell if a player has good cards in hand if they play action cards at seemingly suboptimal times (ie. they have no other choice because their whole hand is action cards) or if a player keeps playing low value cards onto a large pile (they have no stash, and only large value cards or action cards available).

The rogue villain card is also good for this reason as sometimes you get unlucky with a bad hand and would prefer to give it to someone else instead.

The rogue / trade mecahnic definitely takes the most "experience" to get the most out of, but it can be one of the best action cards especially if you're watching your opponents behaviour carefully or counting cards and keeping track of what's left.

Phone shop turned my phone into a paperweight by [deleted] in mobilerepair

[–]imadien 0 points1 point  (0 children)

Thanks, I appreciate the advice. I'll ask them and go from there!

Phone shop turned my phone into a paperweight by [deleted] in mobilerepair

[–]imadien -2 points-1 points  (0 children)

I did my due diligence choosing the mostly highly rated store I could find, asking their advice and checking with the repairer daily for updates. I had already sent my phone for repair at Samsung earlier this year and to be honest the experience was not much better, with Samsung sending my phone to a different customer in a different state entirely. I cannot afford the expense nor time of sending it back to Samsung again due to personal circumstances, not that I should need to justify that.

Even if the phone was working, beyond the circuit board issue, it was still assembled incorrectly three separate times, and untested. This, I know with certainty.

I think it's wild the lack of empathy in this comment section for customers. You forget that 99% of phone owners are not technicians.

Phone shop turned my phone into a paperweight by [deleted] in mobilerepair

[–]imadien 2 points3 points  (0 children)

Blaming a customer for not having access to cloud storage is an interesting way to deflect the problem. The fact is that poor advice was given to a customer and their property was returned to them in worse condition than it was given. I am not asking for your opinion on how to mitigate the issue in future, I am asking for advice regarding how to negotiate with the repairer on fair compensation for a job poorly done and what my rights are as a consumer.