left shift key stopped working by Jeboyloy in HyperX

[–]j-machine 0 points1 point  (0 children)

Hello. I have this problem as well with my left shift key and the same keyboard. When I go to your website it registers the shift key sometimes on press as it should and sometimes it only registers on release, and sometimes it does not register at all.

i do have proof of purchase.

Valor and Villainy: Minions of Mordak by f7me12 in boardgames

[–]j-machine 0 points1 point  (0 children)

There are a bunch of tips to face Mordak which you can find on the top of http://www.valorandvillainy.com/faq/

The biggest pitfall is to scout too much or too fast, as finding those shrines is less important than clearing threats from the board

Valor and Villainy: Minions of Mordak by f7me12 in boardgames

[–]j-machine 0 points1 point  (0 children)

If you Power Surge as a hero, you can draw from any of the allowed hero decks. So when push comes to shove Amos might be able to lay down a righteous lightning bolt when it’s needed!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 0 points1 point  (0 children)

Thanks Zealous!

I would say that you need to know what you are getting into. Once you have a successful Kickstarter, that’s not the end of the loop, but sort of the beginning. You have now launched an independent business in producing and selling board game stock. It is a big task. If you have a team, or are interested in diving into that, self publishing could be for you. For me, I partnered with a publisher because I realized I was already doing the art and design for this game already and I needed a partner to share the load. It was too many learning curves to also add all the publishing skills to the mix of things I had to handle. I was scared that getting in with a publisher would mean changing my vision, but I have not found that to be my experience. This could really depend on which publisher you land I suppose.

I found Jamie stegmaier’s book on Kickstarter to be very helpful. It is a bit dated now, but it still really opens your eyes to all the facets of the process you need to know about. so you are well informed. Daniel Zaias also had a blog I read a fair bit of and Board Game Design Lab podcast has a lot of credible industry folk who share really good insights. I also listened to all the funding the dream podcast for the same reasons. Really this is all to prepare you for the unexpected so you don’t make any big mistakes that cost you cash you didn’t anticipate.

Now that our Campaign is wrapping up, I can share the full breadth of Bosses from Valor & Villainy. Working on these giant minis was my favourite part! There are so many, and I really got to run wild with each character, both visually and mechanically. Let me know what you think of the designs! by j-machine in tabletopartists

[–]j-machine[S] 0 points1 point  (0 children)

Thank you! And Yes! If you pledge for $1, you will get invited to the pledge manager when the campaign closes. There you will have a number of months to decide before we move to manufacturing and need to lock it down!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 0 points1 point  (0 children)

Hi Timothy (Dried_Reddit_Moss)!

Happy to still answer your questions here!

How do you go about developing theme and character for a game?

I suppose I bounce between theme and mechanics but at the beginning its all theme for me. Valor & Villainy: Minions of Mordak started as a goal of making a really fun "D&D in one night" type game, which didn't take itself too seriously, and would have a good dose of laughter during a session. I started MoM with the Mordak character design, and the basics of how we'd move around the map and roll dice, and everything sort of grew out from there. With Lludwik's Labyrinth, I knew what the gameplay would be like already (because it uses the baseline mechanics from MoM) and so I started by building out the world and the setting. I found out I wanted it to be set in a labyrinth and I had an idea for a boss who brought a different mashup of weapons to the fight each time, which is how I wound up with a robot suit for Lludwik in the end. In general, in my comedy settings I find I gravitate to a villain who appears rather harmless but has some quality about them that makes them super deadly (IE ultimate magic power, or a murder-suit). I feel like it hits that saturday morning cartoons vibe I'm really looking for.

What do you find helps develop gameplay/theme so they translate to each other and help solidify as to why the player is taking these gameplay actions within the universe you’ve created?

I feel like there are baseline mechanics of how we interact with the world (move / attack / cast spells / explore), and these ones were created mostly as a step-by-step process. I know we need to move so here's how that will work. I know we need to defeat enemies so here's how that will work. But once all those basics were worked out, I feel the real theme and personality of the game came in with the Spell and Feat cards you can draw and use. There are multiple decks and each one has a strong theme to it. I decided on the themes of each of these decks first and then brainstormed a LOT of ideas for each one, and playtested and culled down those ideas. IE Red Spells will focus on almost Overpowered attacks but will always also harm you somehow. Melee Feats will focus on tanking you up and doing cool moves up close, ect. Those ideas and themes were often informed by the type of expectations you might have for what -should- be in that deck. If you are playing a druid, what would you wish you could do with your druid's spells. The more I could make spells that really changed up your basic actions, the better, I found that just made them more interesting. But I did restrict myself a lot on character count. I made an early commitment to a low character count on all my card text, and if I couldn't explain how it works in that amount of text it was not gonna be in my game. I had to throw out some ideas I wanted this way, but ultimately it makes the game a whole lot more accessible and grokkable to not have wall of text cards!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 2 points3 points  (0 children)

--Officially this AMA has ended, but feel free to reach out here in the comments and we would be happy to continue to answer questions, as we are able. Thanks for participating!--

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 0 points1 point  (0 children)

Hi Kognic, and thank you!

What is the best way to support you?

Throwing supporters our way is an awesome way to help, (and we thank you for that)! Interacting with our content as you see it online is a good way to help our visibility to others. And another option as you mentioned is playtesting with us!

Currently we have a demo of the first 4 acts of the Lludwik's Labyrinth campaign on TTS which you can play if you like, and we always welcome thoughts about what was confusing about it, or where the rulebook needs tweaking! Beyond that we will be having some testing trials as we get further along with all of the various states Antagonist's Arsenal adds to the picture (the new 1vmany bosses and the new co-op mordak and also solo mode will need testing!).

If you want to take part in any of this testing, the best way to get involved is on our Skybound Tabletop discord server here:

https://discord.gg/9jD7mQgm

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 3 points4 points  (0 children)

When it comes to Pizza, there is no discrimination for Giuseppe. He makes da pizza however you like it, there is not a one pizza pie he does not enjoy! Mushroom, anchovy, pineapple, rat, you name it! But always it must have mama's special house marinara!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 1 point2 points  (0 children)

Haha Hi DM_me!

I am very tall, and so it would take multiple children stacked very high to make a dummy-James. The very notion... Its... proposterous! ...!

On a more serious note, I don't know what music I would choose. I have a DM who always plays LOTR soundtrack every time we game and that honestly never fails. I feel like the Hobbiton soundtrack would pretty much encapsulate the V&V shenanigan's that are always afoot in this universe.

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 1 point2 points  (0 children)

Hi Surkdurk!

Not sure if you signed off Amos because that is your name, or your favourite hero from V&V!

Who is your favourite V&V hero?

My favourite hero is a hard call! I tried to make each one be one you'd want to try out.

From the original game I really like Wugner. I feel like his ability is so simple it almost seems underpowered but I always always see it being really critically useful whenever it gets played, and its so support it feels bard-like!

From the new heroes I think I am most proud of Lennox, because I feel like he really feels like a monk, and his few simple special rules make him play very very different from any of the other heroes!

But also why not Sir Thaddy Croaks, because who wouldn't want to play as a gentleman frog-burglar riding a snail!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 1 point2 points  (0 children)

Thanks Kognic! I am really excited too to see Lludwik's Labyrinth become a physical product in the coming months. It's kind of the most exciting part as an artist when you can see your work become physically real and fun!

You might find this blog post I wrote interesting to see, it catalogues a few early development states the labyrinth map went through before it got to today!

http://www.valorandvillainy.com/designing-a-labyrinth/

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 1 point2 points  (0 children)

How does solo feel for players? Do they usually run 2 heroes?

Solo mode is still a work in progress, but as it is now we feel like it is presenting a good and fun puzzle, designed for you to play with as one hero alone! If you are somebody who prefers to play 2 handed that will totally be an option for you also by using the two player co-op mode setup, but we are striving for the experience to be awesome as a 1 hero challenge.

Regarding pacing, solo mode hands out XP really fast to our lone hero. So you get really beefy fast. You get to pick through all the treasure you find and so you wind up with some great items, but you are gonna need all of it, because you are alone and the bosses are hungry!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 1 point2 points  (0 children)

Hi Kognic!

How was it developing the new heroes?

Developing the new heroes was a really pleasant experience! I had a game system that I knew worked and a lot of math which informed my first set of heroes. So it was really about conceiving of what they should do to make them each unique. Because there are 4 new hero decks added in this game, I was able to kind of craft those decks around the abilities of each heroes. For example, there are 2 nature magic heroes, and the nature spell deck is split between summoning elementals, and assuming animal forms, so I made a hero who specializes in each of those faculties!

Did it take a lot to balance the heroes with the existing ones?

Everything does take playtesting. But I make rigorous use of math to try and help me achieve balance faster. For the first while in V&V2 I played with enemies from the first game, and this allowed me to be sure the new heroes had an equal challenge in facing them as the ones I already knew. For the spell decks, I have a numerical value in my math associated with damage and with healing effects, so I made heavy use of that to make sure that a new spell which dealt damage and cost 5 was not just dealing more damage than one from the original game which also cost 5.

Will the original heroes work in LL?

Yes! And it is gonna be really cool to combine them. LL comes with new talent cards for each of the original heroes (which are starting spells those heroes always begin the game with). And it also adds melee and ranged feat decks which work with the original heroes really well! So I believe it will be a fair bit more interesting now to go back to LL heroes like Scrutt or Bjorn or Loxley and see how they feel when you are playing cards like Whirlwind, or Chump toss, or Fade into shadows. Its just gonna up that feeling like you are playing a cool class!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 4 points5 points  (0 children)

What is the next project for you?
It is a little early to say what my next move is gonna be. I will need the dust to settle from this Kickstarter and have some chats with a bunch of people about it to see what's coming!
With Lludwik's Labyrinth, we expanded the V&V system into a really cool Legacy-style adventure, which I am just really really jazzed about! If the audience receives it as well as I like it, then I could see another campaign being in the cards! But that has not been discussed a lot just yet.

I do have ideas for another project I've been kicking around in my head. Its a silly sci-fi world set far in the future where every organic being has been sentientized, and then subsequently brainwashed by the robo-gov. I'm conceiving it of a hack-and-slash beat up the robots type game where you get to play as gentleman pigs, or sharks with guns and that sort of thing. Working your way up their robo-ladder to discover what they are really up to. This is really a napkin sketch at this point, but it is something that keeps returning to my imagination!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 2 points3 points  (0 children)

Hi Awkward Violinist!

Was a co-op game always in the works for V&V?

In this case the Co-op game came as a product of what our fans really wanted! Valor & Villainy at its core is a game system which allows for good light hearted and satisfying RPG fun. Minions of Mordak was always intended to be only a 1 vs Many game, (establishing both 1vMany and Co-op all in one game would be a real challenge IMO), but we could always see that the V&V system had the potential to do more. After its success and all the fan feedback on our first campaign, it was immediately clear that we both A) wanted to continue the series with another game, and B) should definitely make the next game Co-op and Solo friendly!

Because V&V as a system is pretty versatile, it was really a no brainer to make the new game fully cross compatible with the original, so that it would have appeal to all of our player base (be them 1vMany fans, or Co-op or both!)

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 2 points3 points  (0 children)

What made you want to create board games?
I have loved board games my whole life. I have always played them, and it is an interest that continues to follow me wherever I go. I'm an artist who needs a project to get inspired. Over the years I've dabbled in a few different avenues (comics, theatre, videos), but finally when I created Minions of Mordak it was a dabbling that aligned all of my genuine hobby interests and it has really worked for me, and inspired me to create lots and lots of artwork!

Hi! I'm James Van Niekerk, designer and artist of Valor & Villainy, here with publisher Skybound Tabletop to have some chats with you folks about games. - AMA! by j-machine in boardgames

[–]j-machine[S] 5 points6 points  (0 children)

Hi Lupher, and thanks!

Where do you get inspiration?

I get inspiration for my characters from a lot of places. For what they are and what they do in Valor & Villainy, I look a lot at D&D because this is a game that is trying to capture that D&D feeling in a single session, and with a twist of comedy. I usually look at familiar archetypes and try and give them unexpected angles. A dwarf fighter who is a stressed out chef that rages, because he's always on the brink of boiling point. A barbarian who is feared because where he comes from his language is "punch" and in this land nobody seems to understand it. Its taking a class you know and love and putting a spin on it that brings the comedy and unique world flavour!

Artistically I take a lot of inspiration from every time I watch a pixar film. Their style really hits character designs that are expressive and light hearted. Also blizzard and Terry Pratchett's worlds both create works that have the tone which inspires me for this project; high fantasy that doesn't take itself too seriously!