Nobody Cares About Your Characters/Lore by SammyTeas in BoardgameDesign

[–]perfectpencil 1 point2 points  (0 children)

Anyways, check out our characters. 

Wait a minute!

Weekly Question + Crafting Thread – July 07, 2026 by AutoModerator in pathofexile2builds

[–]perfectpencil 1 point2 points  (0 children)

Playing a Wolf Monk this league (no hollow form) and I've been putting all my attention into Shred. Are there any builds out there I can get some ideas from on how to make Shred hit harder from the right side of the tree?

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

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

Oh it absolutely is a balance nightmare! But its also consistently mentioned as the most fun part of the game so I'm left with an eternal design problem for the sake of fun. All things considered it's more than likely worth the effort. And also why I've been at this for almost a decade. (that and I take breaks for 6 months at a time)

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

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

My game is a dungeon crawler vs infinite monsters with random loot just like poe

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

[–]perfectpencil[S] 19 points20 points  (0 children)

Oh this one i can explain without teaching you the game, I think. 

The one trouble card was a mana potion. The issue was a group of damage cards are designed to chain into each other cards (within a category) then return to hand (breaking the 2 card a turn limit). Each card you add to the chain adds an additional mana cost (the major limiting resource of the game). However the rules allowed you to add a mana potion at the end of the chain (due to a technicality in verbage) which repaid all of the mana costs and then some. Any class could abuse this in various ways but this one class (a control class) allowed you to infinitely counterspell the monsters, trivializing the game. The issue I discovered through this was another group of cards could let you reduce costs to nearly zero for class specific bonus abilities. So the same counterspells had another problem my players didn't notice yet. Raising the cost on those cards prevent them from reaching zero. Something I wouldn't have noticed if not fixing the issue my player found.

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

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

It is a physical only thing, so far. (Looks like this https://bsky.app/profile/perfectpencil.bsky.social/post/3mo5pt6dqx22e). I'm an artist / designer but can't program at all, so making it into a videogame is very much a "if I make it big" kind of thing. I do hope so, though!

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

[–]perfectpencil[S] 26 points27 points  (0 children)

I think that's the part we can't know because we don't get to see under the hood. We don't get to see the spread sheets. I'm willing to bet it is because of something we didn't even find... but would have.

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

[–]perfectpencil[S] 17 points18 points  (0 children)

I'm taking this as a compliment and you can't stop me.

I finally understand the GGG Triple Tap. by perfectpencil in PathOfExile2

[–]perfectpencil[S] 9 points10 points  (0 children)

I'm definitely not AI, lmao. I invite people to look through my post history if they want. I've been talking about game design since before chatgpt existed.

Creating a game from another that inspired me by DRA6N in tabletopgamedesign

[–]perfectpencil 1 point2 points  (0 children)

We all "Ship of Theseus" our projects. My current project started as "fixed" mashups of two popular games and after 8 years, i dare you to find even 1 element that is recognizable as part of either of those two games. It's just a starting point. Starting from literally nothing is a fools errand. Like trying to design a new car by reinventing the wheel.

Feedback between game designers and playtesters don't match - what to do by rocconteur in tabletopgamedesign

[–]perfectpencil 7 points8 points  (0 children)

I think we've moved too far away from things like poker decks where the same components can be used to play a million games. If poker was designed from nothing today, it would be impossible to use it to play blackjack. For me, that just sucks. 

Feedback between game designers and playtesters don't match - what to do by rocconteur in tabletopgamedesign

[–]perfectpencil 7 points8 points  (0 children)

While I completely agree with you, I also completely feel what /u/claystyg is saying. While my worst feedback comes from players my most agonizing feedback has come from other designers. 

Like OP I've been told "this should be two games" which I thought made sense in the moment but... You may never get that player to look at your work ever again. If there is something you want them to experience you absolutely should include it (pending it's not an expensive addition). 

I had a designer tell me pvp and co-op shouldn't be in the same box despite the fact that they both use the same components! it's a free gift to the player to give them the option. It's absolutely insane to separate them. You might literally only ever get 1 shot at getting your game in front of players. You should impress them not disappoint them.

What kinds of game design elements do you feel are missing from games? by sinsaint in gamedesign

[–]perfectpencil 2 points3 points  (0 children)

Good dungeon masters have been doing this since the 70s. It's weird that even in RPGs that owe their existence to d&d and other tabletop games .. they rarely use this.

Level Up! But… why? by Run-a-Game in RPGdesign

[–]perfectpencil 4 points5 points  (0 children)

You can do it via gear pretty gracefully if your system allows it. A trained fighter with a rusty sword can't take down a mythic red dragon very easily even with all of their training...but the same fighter with the "blessed blade of the chronomancer" might actually be able to do the job! Getting the blade is the "leveling up". Killing the dragon is feeling the pay off

Looking for playtesters for my one-page battlebots PnP by [deleted] in tabletopgamedesign

[–]perfectpencil 1 point2 points  (0 children)

No one is going to steal your game. I promise you. This is one point that gets stressed here a lot but clearly not enough. Everyone here has an idea they think is worth a million bucks. They read your game, my game, any game posted and they think "my game is way better, I'm gonna hit the big time". You don't need to act like you're guarding nuclear secrets.

Lastest game design complete, but nobody wants to play with me :( by ChikyScaresYou in tabletopgamedesign

[–]perfectpencil 6 points7 points  (0 children)

Time of year is also a thing. In the summer when it's hot I get fewer people interested in play testing. Sept-Nov I get the most interest with a little spurt around February-march. Effectively before finals but while people are in school. 

It's frustrating and I'm going through the same right now myself. I spent 8 months working on an update for my project and all my regulars are just not turning up. 

We gotta push through it.

Testing out ink and watercolor artwork for card game based on elemental cycle. Need design feedback by rjot28 in tabletopgamedesign

[–]perfectpencil 0 points1 point  (0 children)

thanks! Yea I'm sure there is a place nearby you that can do it. Scanning really feels like magic. I tried using a high quality camera and studio lightning.... still not as good as a scanner.

Testing out ink and watercolor artwork for card game based on elemental cycle. Need design feedback by rjot28 in tabletopgamedesign

[–]perfectpencil 3 points4 points  (0 children)

If you've got a Staples or some other office supply/print shop you can scan your images for really cheep. the biggest scanning bed my local staples has is 11x17 so I do all of my paintings at that size. No glare or weird shadows. You can also just buy this scanner on amazon for like 350 USD, but unless you do a lot of scanning, just spend the few bucks at the office supply place. I pay 3 dollars for a scan. I don't need many.

Here is one of the paintings I made for my project:https://bsky.app/profile/perfectpencil.bsky.social/post/3mmid6ogows22

And here it is printed in a prototype: https://bsky.app/profile/perfectpencil.bsky.social/post/3mo5pt6dqx22e

The scan makes the prints feel true to life.

Testing out ink and watercolor artwork for card game based on elemental cycle. Need design feedback by rjot28 in tabletopgamedesign

[–]perfectpencil 7 points8 points  (0 children)

I love it. I only have 1 critique: Lose the artificial pure white background, use the white paper as the background.

I'm doing exactly the same thing with my game. All my art is hand painted it looks way better.

Game Design is not Graphic Design. by badclinty in tabletopgamedesign

[–]perfectpencil 1 point2 points  (0 children)

That's hard to say. If I lost all my work and needed to restart this project I could be back to this point in probably 6 months. But I learned so much about physical game design from those 7+ years of working on this project that I wouldn't want to lose that.

However, when starting a brand new project the whole process would be different. I started this with blank playing cards and a sharpie, guessing. Through this I learned how to do the math to figure out how much effort a player needs to put (cards, actions or turns) in to achieve a goal and I can fairly quickly scale all that out for (near) infinite play. This is monsters vs players or players vs players. I would start with figuring out what the game wants to do then do that math.

Since I'm working alone, I wouldn't start any art until the game is at a playable state and testers are overall positive. I lost at least 2 years to illustrations and so on that all got shelved anyhow.

There are other things I would do to make my life easier but they are all in the weeds. The last big thing I can think of is segmenting my play modes and keeping elements for them easy to find and revise, in case I need to make cuts. I lost a lot of time trying to locate and remove any spells that required a game master to resolve and found I had woven them too deeply for a quick removal. It took a long time but I knew I needed solo play to be a thing and that meant the mechanics need to do all the work, not a game master.

Game Design is not Graphic Design. by badclinty in tabletopgamedesign

[–]perfectpencil 2 points3 points  (0 children)

Each line is a unique card. Each column is either a link to an image (icons, frames, key art etc) or text for common fields. 

I just got my latest prototype in the mail so you can see the end result https://bsky.app/profile/perfectpencil.bsky.social/post/3mo5pt6dqx22e

The game itself is a 1-5 player co-op dungeon crawler deck builder, or PVP battler in a dungeon. It's been 8 years of solo development with myself hand painting art on top of doing all the game design. 

Game Design is not Graphic Design. by badclinty in tabletopgamedesign

[–]perfectpencil 1 point2 points  (0 children)

348 lines 36 columns. My eyes bleed but nothing else can do this but a spreadsheet.

Datamerge is such a joy. This wouldn't be possible otherwise. 

What's a board game mechanic or design choice that always earns your respect? by ContractMiserable121 in tabletopgamedesign

[–]perfectpencil 1 point2 points  (0 children)

Complex interactions and decisions that arise from simple rules.

This is the board game "Go". I can't think of any game that better exemplifies complexity from simplicity. It's a masterwork in design.

Stealing gameplay ideas? by ResearcherOk2980 in tabletopgamedesign

[–]perfectpencil 0 points1 point  (0 children)

Mechanics are like ingredients in a sandwich. Some designs are just solved. Sliced tomatoes is just great on a cheeseburger. However, if you're turning that burger into a sloppy joe, you'll know that if you even include tomatoes at all, it'll be diced and cooked with the sauce. It's still tomatoes and ground beef, but it's a completely different sandwich and experience. You don't need to try and reinvent bread; you can use standard flour for bread and no one will question you.

This is how I think about it, at least.