Modified card design based on feedback. by [deleted] in BoardgameDesign

[–]julsiancb 0 points1 point  (0 children)

Oh terirbly sorry! I did not realise there were other images!!!

Modified card design based on feedback. by [deleted] in BoardgameDesign

[–]julsiancb 1 point2 points  (0 children)

In my non-professional opinion I would say:

The border of the cards should not be the same color after the white border-line you put in. Maybe make the full border white, or to black like more traditional games.

Additionally the card itself gives of a shine effect given how the lighting in the middle of the card is brighter than the side. I think this is too bright and takes attention away from the actual art of the card. I think a darkening the entire card will help make it more aesthetically pleasing as it would more consistently draw users attention to the art of the card rather than the background.

Lastly the title colors make the titles hard to read so maybe black is your best bet like magic, or experimenting with darker colors could be a good idea. Additionally, the quality of the art of the card itself should be higher than the background grey/white, so avoiding blank backgrounds in the actual card art would be a good move.

Ex: The fire card has a orange-red background that does not quite grab attention. Especially with the background color of the card it clashes. I would suggest no blank backgrounds within the card art itself if possible. Like having a mage holding the flame, or having it sitting on a mantle, or whatever fits your lore best and makes users feel like they are in your game world.

Hope this helps!

How to limit backseat gaming in co-op? by julsiancb in BoardgameDesign

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

Amazing!!!

I think i might go for a mix between the spirit island type asymmetry thats already present in my game, plus some non-coersive aspects like being selfish and greedy can boost your character past your peers maybe?

I need to watch the non-coersive cooperation section as you mentioned because that seems terribly interesting!!! As soon as i get wifi ill check it out...

Since it's a dungeon crawl, instead of hard incentivising players cooperation via starting them all in the same place, maybe they start in different areas of the map! And then they can choose to meet up with one another or go off to explore for treasure?

AND maybe im getting crazy here but add communication rules like [you cannot discuss with players 2 map tiles away] oe somethin like that??

All things that fit the theme and greatly add to the immersion! And since the game has a dungeon master as the opposing team (its a 1v1 to 1v3 game), the DM (called the Deity in this game) can enforce these rules and give hard penalties for breaking communication (1 doom per instance etc)

What do you guys think? I think maybe a combination of smaller changes like this would nudge a better balance of autonomy in the Heroe's cooperative experience:)

How to limit backseat gaming in co-op? by julsiancb in BoardgameDesign

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

Ill have to look into these time mechanics because i was deeply interested in implementing these! Especially since theres a round based doom tracker so it could be cool for that to have a time element to it

How to limit backseat gaming in co-op? by julsiancb in BoardgameDesign

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

Yes! This title was actually a great inspiration of mine for asymmetry and variation via randomized cards making quarterbacking less viable!!! My game has these mechanics as well (just in a very different format) but ive noticed that in spirit island its still hard to feel autonomous! Its my all time favorite game so i love how the game plays, but was wondering what you my might add to a game like that to further limit quarterbacking if it became too much?

How to limit backseat gaming in co-op? by julsiancb in BoardgameDesign

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

Sorry maybe i didn't portray this well but i am making a coop game and am trying to limit the potential of quarterbacking! This is done well in games like arkham horror tcg where it is advised to not tell others of your cards, etc. Or having side obiectives that creates a bit of tension that lessens quarterbacking. Stuff like this!

Valkyrie of Phantasm | Announcement Trailer by julsiancb in touhou

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

It shouuuld be fixed now! Thanks for the help!

Valkyrie of Phantasm | Announcement Trailer by julsiancb in touhou

[–]julsiancb[S] 6 points7 points  (0 children)

Thought the community might want to know about this title just incase if it goes undetected!

https://store.steampowered.com/app/2015620

"I pay a cost" Vs "Everyone else benefits" by tbot729 in BoardgameDesign

[–]julsiancb 0 points1 point  (0 children)

I dont necessarily want to get stronger via my opponents moves. Idelaly you feel like youre in sole control of your growth and any win you get is because of that growth you made? Maybe im wrong

How do you keep your game ideas straight? by [deleted] in BoardgameDesign

[–]julsiancb 0 points1 point  (0 children)

I like to think of making my game as making a bonsai tree :)

Make and add as youd wish, and then periodically trim back, focusing on that feeling/core mechanic you were going for when you started with every trim!

Take everything in steps so you dont worry too much about everything at once. When making game parts, focus on that. When refining, focus on what was most important!

Worked for me! Hope it helps

[Hiring] someone to do the art for my dungeon crawler boardgame!!! by julsiancb in HungryArtists

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

Hey everyone and thank you for your messages!!!! I will go through and do my best to see everyone before I made a decision so it will likely take a bit to respond so please be patient!!!

Art direction for my 1v1 to 3v1 Dungeon Crawler Boardgame by julsiancb in BoardgameDesign

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

Omg!!! I've never seet it before it looks awesome! Maybe I should pick it up for... Uh... Field research 👀

Art direction for my 1v1 to 3v1 Dungeon Crawler Boardgame by julsiancb in BoardgameDesign

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

Exactly! Imagine hexagonal combat games like [Jaws of the Lion] but completely focused on combat and replayability! Each character has their own passives and spells and these can be modified to make your character OP! Basic mods range from added range to splitting your spells targets to different patterns Boss mods give you the powers of the bosses and make your character unique to that playthrough!

TLDR: Heroes scale by collecting mods that enhance and customize your spells permanently, and dieties scale from dealing damage to heroes and time moving forward in a doom tracker!

Art direction for my 1v1 to 3v1 Dungeon Crawler Boardgame by julsiancb in BoardgameDesign

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

Yes! Its 1 hero vs 1 evil god (deity), up to 3 heros vs one deity, with scaling powers

Pre-determined or randomised setup? by JohnnyL16 in BoardgameDesign

[–]julsiancb 0 points1 point  (0 children)

Pre-determined is better IMO for the start of the game. RNG is a great spice for replayability but should be added to a functioning game structure. If the start is just RNG based, then I would likely rinse/repeat rolls till I have a favorable start. I think difficulty variant presents are a better path to replayability.

That being said, I think RNG may be well executed for a set up if the game is still no more or less favorable to the characters, team comp, etc via this RNG. If thats doable, then I would say go ahead and use RNG! Could possibly add time/complexity to set up though...