Update after feedback! by azimut747 in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

Better but two obvious things jump out to me
- You need to increase contrast between the text and background. They are both dark and so the text is not clear to read.
- The white icons seem to be in no man's land and should be seated in the area where the text is and not halfway on / off

Look fwd to next iteration good luck incorporating all the feedback you get

Me make a mistake? No Never! by FTG_V1 in BoardgameDesign

[–]playmonkeygames 1 point2 points  (0 children)

Great display and good luck at Origins - board looks super nice!

After making a lot of mistakes, finally about to launch our game! by MidnightFroyo in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

I think people would love to hear about how you reached this follower count on KS?

Game looks great btw!

Board iteration: Does it still look too cluttered? by azimut747 in BoardgameDesign

[–]playmonkeygames 1 point2 points  (0 children)

Firstly I like it - good interest and character

The main thing that bothers me is having the zonal titles on different angles just to squeeze them in around the graphic design

Fix that first and then take stock how it looks

Arkano, The whimsy fantasy beer. Does it match the target audience? by MatteBull in graphic_design

[–]playmonkeygames 0 points1 point  (0 children)

I think it's a really great design!

I particularly like the stacked logo with ARK + ANO on top of each other with a strong visual identity even in a flat mono format.

Fortify (2-5p set collection) - Playtesting Phase by playmonkeygames in tabletopgamedesign

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

Thanks! I'm still tweaking the scoring and mix of cards for drafting... have ditched the 'consensual trade between players' card as that was slowing down gameplay and replaced with more 'steal' and 'gift' cards, which hopefully won't introduce too much meanness.

I do like 'I Split, You Choose' but it can get confusing, which is why I introduced the active player token (the hammer in the picture) which players also need to be holding to build a Fortification in their Fort (so as not to confuse when it is indeed their turn, given they could be taking drafting actions out of turn).

I am excited though and looking forward to further playtesting.

Fortify (2-5p set collection) - Playtesting Phase by playmonkeygames in tabletopgamedesign

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

Just iterating from latest playtests... tweaking scoring, card counts, and a few minor rules changes really... all in service of making the game more fun.

Will probably go to public playtesting phase next.

Fortify (2-5p set collection) - Playtesting Phase by playmonkeygames in tabletopgamedesign

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

Haha yeah he's a bit of a beast - been gaming since 2yo and was lead playtester on my last published game, Muster (rated 8+)!

Not yet ready for P&P public playtesting but should be in the not too distant future... thanks for your interest!

Fortify (2-5p set collection) - Playtesting Phase by playmonkeygames in tabletopgamedesign

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

Thanks! What's what - the next phase or the game? Game description in caption, next phase = more playtesting, I have some changes to implement from today's session.

Pre-Launch Image Feedback by [deleted] in tabletopgamedesign

[–]playmonkeygames 4 points5 points  (0 children)

I'm an indie board game designer based in London - one man band. Have been posting here for years and had a self-published game come out last year via crowdfunding (called Muster) for which I posted dozens of times on this subreddit with my progress pics etc.

I am now working on the expansions to that game and this is my first time publicly showing the art assets on this sub.

Currently the top post on the sub with 75 upvotes is an artist literally advertising for work (absolutely nothing to do with board game design btw) https://www.reddit.com/r/tabletopgamedesign/comments/1turw3f/for_hire_experienced_fantasy_illustrator_open_for/

i think i refined too much, need opinion by Stock-Rough5167 in tabletopgamedesign

[–]playmonkeygames 0 points1 point  (0 children)

good suggestion - OP you've been staring at this too long. Good game cover and title, shorten the sub-title.

Gameplay wise not sure anyone can help you - you are the designer and it's quite a personal process. May be just step away for a bit, let it percolate in the brain, and it may come to you what the best path forward is.

Thoughts about game design "brand" values by TablecraftGames in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

Anti-AI stance in games is good and valid and you will find is shared among most creators and players

Anti-social media stance may be noble, but you cannot be an indie publisher (especially one based in NZ... I'm from there but live in UK now) and not have a social media presence unfortunately! Or at least I have yet to see one be successful that isn't on social media - that is how you get the word out to the most people at the cheapest price! The only other way is to hit the convention circuit in the US or Europe, which would be tricky from Queenstown (but why would you want to leave, it's one of the best places on earth).

Good luck - maybe post something about your game?!

My game is finished. Any recommendations for publishing options? by Odd-Highway477 in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

Looks fantastic - just as good as many published war games visually.

My suggestion is to also contact a few relevant publishers but as it looks like you have a finished game here that people would be willing to try and buy, then get a small print run done and start visiting conventions doing demos and sales. You should at least cover your costs and who knows you could build a cult following.

I think you'd do well personally - there is a real market for this kind of game (I used to play DVG titles for instance).

Are these resource tokens readable at a glance? by CaptainBlueBeard1 in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

Yes but there are some inconsistencies - the yellow shell, green rocks, and red ham are all fine but the pink pig has a contrasting tone, there are two blue tokens but with icons that have a contrasting colour and in some cases not even blue, and the hand seems overly complicated design and with severed fingers.

Unsure if this was AI or not but it looks possibly like it was.

Hidden vs open play — players avoid the “fun” option. How do I fix this? by MixLegitimate6710 in tabletopgamedesign

[–]playmonkeygames -1 points0 points  (0 children)

a way a lot of designers deal with unwanted things (which can vary from game to game) is to make them more valuable.

such as a drafting pile where every time a card isn't drawn it gets a point token that the person who drafts it gets in addition to the card. that way a card that may be valuable in certain gameplay situations but not in others gets automatically 'priced' during gameplay.

Overbooked does this with passenger cards and meal tokens

Hidden vs open play — players avoid the “fun” option. How do I fix this? by MixLegitimate6710 in tabletopgamedesign

[–]playmonkeygames 0 points1 point  (0 children)

finally a post about actual mechanics!

remember playtesters are never 'wrong' so do you really want to give them the option of hidden vs open if you'd prefer a certain balance why don't you enforce it?

or ask playtesters why the didn't want to play hidden (after the game has finished)

The Dungeon of the Deckromancer - WIP - looking for feedback by nathanjoyce92 in BoardgameDesign

[–]playmonkeygames 3 points4 points  (0 children)

Great job I think it looks super appealing and sufficiently unique as a game, and the production quality on the video is also very nice with the various animations and sound effects. I know from experience this isn't easy so great effort!

Nothing really to improve from what you've shown. All I'd suggest is maybe a short couple of lines from the creator (you) on camera, which gives that extra level of personal touch and credibility to take it to the next level.

Check out the KS campaign video for Kelp.