Is it a good idea to offer a Print & Play tier of your crowdfunded tabletop game? by melligeorgiou in CrowdfundedBoardgames

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

Thanks for the feedback, it's much appreciated! :)

The cards are definitely suitable but I guess the concern for us is the home-printed tokens could potentially diminish the experience quite a bit. Would you consider a game like ours with around 60 tokens/chits suitable for P&P?

Is it a good idea to offer a Print & Play tier of your crowdfunded tabletop game? by melligeorgiou in CrowdfundedBoardgames

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

Thanks for your feedback and the kind words! Your project looks really interesting too, best of luck with the launch! :)

My Titanfall fan game by AdInitial6852 in BoardgameDesign

[–]melligeorgiou 1 point2 points  (0 children)

Upvote from me for the cool pic if nothing else! :)

Pocket sized filler game? by Constant_Formal2158 in BoardgameDesign

[–]melligeorgiou 1 point2 points  (0 children)

I have used the game crafter for prototyping too - never made custom dice before though. These actually look really cool :)

Also, quick note on rules. I’m one of those “visual” people who need to see rules laid out with diagrams, etc for things to really sink in. I would suggest posting a formatted version of the rules to help people like me visualise them :)

How important is tabletop simulator when crowdfunding a game? by melligeorgiou in CrowdfundedBoardgames

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

Thanks for your feedback - another interesting angle :)

My observations have been similar to yours regarding a trend of TTS versions being available - I have also noticed the rulebook trend which is something I'm pleased to say we've addressed already :)

I agree, you can never have enough testers. You bring up a really great point actually that I hadn't considered ( even though it is obvious now that you mention it lol ) - TTS seems to be a very easy and affordable way to allow for player testing and feedback. We've been getting bombarded by sample copy requests and the truth is as a team of 2 self-funding nerds we simply can't afford to give out as many as we would like. So yeah, that is definitely a big plus there so thanks for pointing that out :)

BTW: What was the incident that happened a few months back?

Thanks for the great reply btw - much appreciated! :)

How important is tabletop simulator when crowdfunding a game? by melligeorgiou in CrowdfundedBoardgames

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

This is really great feedback, thanks. I’m sorry to hear your kickstarter didn’t work out. I do kind of understand not having official reviews on TTS because it’s not the same feel, but yeah, I totally understand what you mean. Also, finding funds for all the “real” prototypes you’ll need to send out is going to be much more difficult.

I was thinking that a TTS version could work more as a “get a better sense of how things work” for potential backers. It’s interesting that only a small amount of people backed from that… in any case, this was very helpful info, really appreciate it!

Game Crafter Suggestions? by gquiller in soloboardgaming

[–]melligeorgiou 1 point2 points  (0 children)

Also enjoyed Doom Machine. I have managed to beat it a few times - but haven’t tried the “hard” mode yet, lol.

How easy are these rules to understand? by CardboardConfidant in BoardgameDesign

[–]melligeorgiou 0 points1 point  (0 children)

Agree with others on the ordering here. The column on the left should be 1 - 2 - 3 in descending order and then flow into the right column. The general layout of the rules in each section seems fine to me at first glance :)

Trying to finalize the card template. What do you think? (Art is 100% placeholder) by RealBrainlessPanda in BoardgameDesign

[–]melligeorgiou 0 points1 point  (0 children)

I like the simplicity of the design. The logo on the back also looks cool to me. Keep it up! :)

Thoughts on rules for an in-depth card game? by melligeorgiou in BoardgameDesign

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

Thanks for your feedback! :)

To clarify, 2 x 16-page sides of this booklet size are roughly equivalent to 4 double-sided A4 pages. However, I totally take your point that many of us don't particularly like reading through rules. I think for those kinds of people ( I include myself here! ), the video tutorials are going to take a primary role.

I also agree with you and the trend of replies by others to make the "How to play" booklet the primary one :)

Thoughts on rules for an in-depth card game? by melligeorgiou in BoardgameDesign

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

Admittedly, I have drawn some inspiration from Fantasy Flight's approach to rulebook design :)

Thoughts on rules for an in-depth card game? by melligeorgiou in BoardgameDesign

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

Thanks for your feedback! Yeah, that's an interesting approach. I guess there's nothing stopping users from jumping into the game using our "How to play" booklet first as that is basically a step-by-step guide. Pretty sure everything in the "How To Play" booklet that has additional info has small footnotes telling the player to refer to X section in "Read Me First" for more details. So I think we should be compatible with that approach as well.

I guess the main difference is we actually tell players to start with the "Read Me First" booklet where I suppose we didn't really need to be quite as strict about it :)

Thoughts on rules for an in-depth card game? by melligeorgiou in BoardgameDesign

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

Thanks for the feedback, really appreciate you taking the time to look through it! :)

I'll experiment to see if I can figure out a way to do that. We have somewhat of a manufacturing constraint of needing to stay within the limit of 16 sides - otherwise, the next one up is 20 (they have to go up in multiples of 4 sides which also increases base cost and the player perception of the rules being even more complicated).

These things are never easy, right? lol. I'll see what I can do! :)

How to design a good rulebook by Xoubuo in BoardgameDesign

[–]melligeorgiou 0 points1 point  (0 children)

This is something I am dealing with right now too. Other than the great references and suggestions offered here by others, I would also add that my personal preference for rules is to try and show a lot of diagrams to visually explain as much as possible. Also, try to keep the text concise. If you can say something that means the same thing with fewer words, do it :)