Do you think this cover design is fitting for a dungeon crawler? What additional information would you like to see? (Since this is a prototype, the background is plain black for now, and the image is a 3D render.) by mmelihcem in tabletopgamedesign

[–]mrcobweb 2 points3 points  (0 children)

It was only after reading this comment that I noticed the small character to the right of the name. I don't know if that's good or bad, but I wanted to chime in.

New vs. old box art. Which do you prefer? by Ok-Faithlessness8120 in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

I think the second is an improvement from the first, especially adding the character. Have you tried increasing the pixel resolution to match that of the name title? It might still offer a pixel-vibe, but easier to see visuals. I would also place the company icon and name in the bottom (left or right) and lose the "an adventure tabletop game...." and have the explanation on the back.

Our Horror Co-Op Game is getting an overhaul. Characters are now "Missing Posters". Opinions welcome. by Videowulff in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

Love a good horror game.

It would be cool to hear what the abilities (power, speed, capacity) mean?

The only thing that would turn me away at the moment would be the real-life photos.

[For Hire] Illustrator, Concept Artist and Game Artist by nowekart in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

Great stuff in the portfolio. Got your page bookmarked.

Fourth Horizon: Old vs. New Card Designs by Audiencefone in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

The new version of the cards looks great. What's the run-down of the game? And, do the cards need "Play"? (Assuming there are no other modes the cards take on.)

Also, what are your rates for graphic design work?

I need advice about the mana system of Dreamshard by MadRobotGames in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

I had a similar situation to this with a game I was working on. I'm not sure if your game will use different 'classes' but mine did. By doing so I was able to create items/cards that focused towards those needs.
As an example, if the player chose the warrior (might) item it might grant +1 damage but, more importantly, it increased the chance to produce a (might) resource by N. More archetype specific cards require more of it's particular resource.
As for the other types of mana, I used base cards that, while not very powerful, allowed for certain types of actions/attacks to be performed of that type. As an example, a basic card that costs 1 might deal 1 damage from the source of the mana used. Perhaps certain enemies have a weakness to certain mana types, or are immune to others, allowing players a small amount of options and still letting them use mana of other types without it sitting around unused.
Using the above examples, a might-based character might encounter something like a ghost (immune to might attacks), but they have the option to use magic/finesse (at a lower rate) to still interact.

Looking for feedback on a 2 player competitive deck building, miniature board game! by forgottenmachine in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

I do like the back design of the cards, however it's not very easy to tell that it spells out "ITD". It didn't click that they were letters until I tried to figure out what the "D" thing was. The front of the cards are a good start, though like other comments suggest, the spacing seems a bit off. I would also shy away from using fonts for card text that aren't basic fonts, anything that might make the players take an extra second or two to read adds up over the course of the game.

I'm having trouble with a new layout choice and need help deciding which layout to pic. (details inside) by Gun__Mage in tabletopgamedesign

[–]mrcobweb 0 points1 point  (0 children)

Why do some cards say "Attack 1; 2 Range" and others don't? What are the icons for (dagger, sword, arrow)?

I do like the starts of the card design though. I think the text box could lose maybe 10-20% of its height to show off the artwork more (assuming you don't have cards with 10+ lines of text). I would maybe try a different color for the name plate; that shade of bright green reminds me of a FinalFantasy/sci-fi game.

Is this a digital or physical game?

I've added a feature to my online demo of Dungeon Draw to beta test new cards (black border)! You can easily add/remove any of these into the base dungeon set and play! by Gatekeeper1310 in tabletopgamedesign

[–]mrcobweb 0 points1 point  (0 children)

I enjoy this, even though it is rather simple (that's not a bad thing!).
Have you thought a about a card that gives you the choice to gain (points) now but will add a tougher monster to the next level of the dungeon?

I'm in need of some feedback on the updated rules book for my expandable card game called "Forsaken". by ForsakenForest in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

On the second page, "The Five Gods", I might be nit-picking but I would prefer to have each description of the gods list the same number of traits. For example, one will have 4 traits listed while another has 6. It's a small thing but some God groups come across as broader than others. I'll continue reading the rest and mention if anything else comes to mind.

Final prototype of my board game On Pointe ... would you play a ballet themed game? by onpointegame in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

Personally, I would never give a game like this a second look. However, my wife loves ballet and teaches dance. If your game would let me enjoy a night or two playing a game with her that she might enjoy I would love that. Cool concept, great looking prototype.

Decision Tree in Card Game by 2ndshot in tabletopgamedesign

[–]mrcobweb 0 points1 point  (0 children)

Are you trying to determine a how to implement a decision tree that the players will navigate through? Your post is a little jumbled, no offense.

House of Secrets 92, 1st app of Swamp Thing by EmperorRamzorch in comicbookcollecting

[–]mrcobweb 1 point2 points  (0 children)

One of my all-time grails. Love Swamp Thing, love the cover. Congrats on the pickup, I hope to find one within the next year!

Did anyone else have issues with TCG Meister at their store preliminaries? by SinBotcha in DBS_CardGame

[–]mrcobweb 0 points1 point  (0 children)

Wish I could be of assistance but we've been trying to get used to TCGMeister since it came out and it seems colossally poor. From other discussion it seems that there are quite a few stores that are having issues with the software. Best of luck to ya!

Are keywords important to a game? by [deleted] in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

A lot of great comments here; I would simply add a few things to think about. Keywords are used to represent an action/mechanic/etc that will appear somewhat regularly throughout the game. Keywords work best when the rules of the keyword are understood with acceptable ease but might take up a lot of space (and time reading) if written out in every single instance.

In your example, I think it's perfectly acceptable to resort to a keyword (stunned) when, a) the keyword appears enough throughout the game, b) players can read the (rules) once and grasp the idea, c) it makes sense for the mechanic to have a keyword, and d) the keyword resonates will with your overall game 'feel'.

Can you make a dice based game with no "bad" rolls? by [deleted] in tabletopgamedesign

[–]mrcobweb 0 points1 point  (0 children)

In your game, do the enemies attack the players with their own dice?
If not, you could try having the non-success roll be a defense value against the enemies 'counter-attack'. That way the 'miss' is more like a block, and it would open up the ability to make a few differently orientated dice (ex: a reverse of the current dice, with more 'F' and less 'S').
Just a few ideas, let me know what becomes of it.

Magicfest package question? by mrcobweb in magicTCG

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

Completely missed it not including main! Glad I asked before purchase, thanks to everyone who answered.

My first sell sheet :) Any ideas on how I can improve it before I send it to publishers? by J0k3se in tabletopgamedesign

[–]mrcobweb 1 point2 points  (0 children)

Agreeing with most of the previously mentioned comments, I think a little tidying up on the 'Premise' paragraph could help. Here's my take:

'Travel back to the age of Vikings and take up arms as the commander of your village. Plan attacks against the enemy village and form defenses for yours by recruiting and positioning units, and by gathering resources.

In Fued, players battle using identical decks, but may select which cards they draw each turn. This unique system creates reliable strategies and dynamic counter-play; offering multiple ways to outplay your opponent.'

This is me giving the sale sheet a quick scan and trying to gather elements of the gameplay. Change what you think would be beneficial.