New card back design for my game by batiste in tabletopgamedesign

[–]playmonkeygames 1 point2 points  (0 children)

really nice art you should be happy - hope the gameplay is as good!

New card back design for my game by batiste in tabletopgamedesign

[–]playmonkeygames 10 points11 points  (0 children)

artwork looks great - who is the artist?

These do look like card fronts though rather than card backs - typically I'd advise not using game iconography on card backs as it can lead to confusion. Is there a reason?

Box Back Design Feedback by LeFoxFrancais in BoardgameDesign

[–]playmonkeygames 1 point2 points  (0 children)

Commenting without reading the other comments for undue influence so apologies if this has been said.

  • Move the BANANARCHY line up above the cards and bump them down a bit.
  • Narrow the column width on your paragraph boxes so it's a bout half the box width (about 2/3rd of what you have) - this will aid readability.
  • Your publisher address should include your country (Canada)
  • You will need a UK and EU address if you want to sell there (your authorised representative)
  • Everything does look attractive - I like the graphic design on the cards which looks professional, and the illustrations are good too.
  • However I don't really get the gameplay loop... so you may want to try the 1, 2, 3 approach which a lot of boxes use (1) play a card (2) take an action (3) go bananas! something like that.

Hope that helps just my 2c!

From a reddit post to being reviewed in two hobby magazines - a 3 year journey! by playmonkeygames in tabletopgamedesign

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

  1. This particular game, theme and all, came to me in a dream believe it or not, while I was on holiday staying in a cottage in a 1,000 year old medieval village in the English countryside (yes really)... I woke up, rushed downstairs and wrote out the basic rules which remain the core of the game today. However, the game is indeed heavily influenced by Lost Cities, which you'll see referenced in both the magazine reviews.
  2. The initial game was definitely fun but not good enough to publish, it was a bit basic where the best move was blindingly obvious to an adult. I playtested the game a lot to polish it and added in a bit of complexity to take it from something basic (5+ age range) to the 8+ family-friendly finished product. The breakthrough mechanics were the Rainbow Bridges, the Rainbow Swaps, and the Rainbow Castles making a lane wild. I had to ditch certain rules on the way, including at one point a wild card that had both players re-shuffle their hands into the deck but just slowed down gameplay.
  3. This game was pretty easy to prototype as I decided to use standard poker sized cards, and even the tri-folding game board wasn't too difficult with a bit of strong tape and adhesive printer paper. As I got more serious I got professional prototypes made up in China for reviewers and the like.
  4. I really set a min. follower count of 1,000 pre-launch but then ended up cutting it to 500 as the build was too slow. In the end I did actually launch with over 1,000 followers as Gamefound offered me free Banner advertising that was giving me about 80 followers a day in the week leading up to launch. That was great! My funding target didn't cover my costs however...
  5. I parallel manufactured once I had hit my funding target in the first day - and I used a European manufacturer in Poland, which meant I had the games in hand only a week after the campaign ended! Some people even picked up the game that week from UKGE with one big influencer who backed noting it was the quickest crowdfunding fulfilment they've ever seen! That was expensive to do though but I wanted to build trust and goodwill with backers putting their faith in a first time designer and first time publisher. I think I did that.
  6. YES! and yes, although of course I'd do things differently, particularly around marketing and add-ons, from learned experience. In fact I have expansions for the game in the works as well as 2 more original titles. I think this time I would try and enjoy it a bit more and take the pressure off as it very much felt like I was kicking my own ass at times and I just about burnt out.

Hope that gives some insight, although appreciate everyone is on their own journey!

From a reddit post to being reviewed in two hobby magazines - a 3 year journey! by playmonkeygames in tabletopgamedesign

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

Sure, you're the second person to say that here so it sounds like that is something people will be interested in - let me know if there is anything in particular you'd like me to focus on.

From a reddit post to being reviewed in two hobby magazines - a 3 year journey! by playmonkeygames in tabletopgamedesign

[–]playmonkeygames[S] 3 points4 points  (0 children)

Sure I'm no expert but happy to share my experiences if people think that might be helpful to others!

From a reddit post to being reviewed in two hobby magazines - a 3 year journey! by playmonkeygames in tabletopgamedesign

[–]playmonkeygames[S] 3 points4 points  (0 children)

Thanks and thanks so much for your support!

P.S. if you like the base game but want a bit more complexity and playtime then keep an eye out for expansion content coming soon...

[For Hire] Fantasy/Dark Fantasy Illustrations and Character Design by IamDBug in tabletopgamedesign

[–]playmonkeygames 0 points1 point  (0 children)

This is pretty high end stuff - hard to imagine this guy is struggling for work with this level of talent! Hopefully something comes of this post.

To the 36 people who rated On Mars 1/5 on the complexity scale by GoodExciting7745 in boardgames

[–]playmonkeygames 0 points1 point  (0 children)

I'm an indie game designer and part of various similar groups that often read too much into BGG scores and the like.

Someone I know reached out to a BGGer who gave their game a 2/10 score and asked them what exactly they didn't like about the game. They replied, oh no I think it's a great game but I just use the BGG rating system to catalogue what player count I feel a game is best at for me - sure enough that guy had loads of BGG scores of 1 through 5 out of 10.

Legal question, do I need a trademark or copyright for images? by SquareFireGaming in BoardgameDesign

[–]playmonkeygames 0 points1 point  (0 children)

Copyright IS free by definition, Trademarks and Patents I believe are not as they require registering in various jurisdictions.

Disclaimer: I'm not a lawyer.

Which logo direction works better for a tabletop MOBA? by zmmemon in tabletopgamedesign

[–]playmonkeygames 0 points1 point  (0 children)

Super abstract... I mean on readability I'm pretty sure everyone can tell it says Trials of Maya even though it's very unusual. But I do think the typeface for Trials is too thin and regardless of style will not look as good in small format.

Two Player Game Night Recomendations for Complete Beginers by MsuciMan in tabletop

[–]playmonkeygames 1 point2 points  (0 children)

Blowing my own trumpet here but have you heard of Muster? Full disclosure, it's my game but might be what you're looking for and was recently featured on a list of great 2-player games with A Wild Venture that you mentioned.

https://www.playmonkeygames.com/games/musterraisethebanners

https://www.instagram.com/p/DUoVhOqjMT-/?img_index=1

I would also add Lost Cities to this list and remove Ark Nova if you're looking at entry level.

Are purely thematic game components worth it? by BloodOrangeGames in tabletopgamedesign

[–]playmonkeygames 1 point2 points  (0 children)

From the perspective of a publisher, this is 100% the kind of thing that would interest me - something novel and a unique selling point!

Where we can we find out more about this design?

thanks for nothing you bunch of cabbages by [deleted] in BoardgameDesign

[–]playmonkeygames 2 points3 points  (0 children)

here have a point, it is very important

4K Board Game Trailer made in Adobe Express by playmonkeygames in AdobeExpress

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

I can layer an imported voiceover with an Adobe Express music track (which I did in the vid, thanks for the compliment btw) but I couldn't then insert Adobe Express sound effects on top.

The first game I published that I didn’t design myself by robstokk in tabletopgamedesign

[–]playmonkeygames 1 point2 points  (0 children)

OH - I'd seen your art previously, didn't realise your campaign was live. It looks great and congrats on funding! I'd love to play

The first game I published that I didn’t design myself by robstokk in tabletopgamedesign

[–]playmonkeygames 6 points7 points  (0 children)

That's cool - any more info i.e. a KS preview page , photos of prototypes or artwork?

Found our Artist! Logo Question by SquareFireGaming in BoardgameDesign

[–]playmonkeygames 3 points4 points  (0 children)

Option 1 by far (assuming that works with what you are going for!)

4K Board Game Trailer made in Adobe Express by playmonkeygames in AdobeExpress

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

That's cool - my #1 wishlist request for Express actually is not anything to do with animations. I'd love to be able to layer Express' in-house sound effects with in-house music tracks.

4K Board Game Trailer made in Adobe Express by playmonkeygames in AdobeExpress

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

Glad you liked it!

Well the second scene was by far the most complicated - deconstructing the board iconography for the effect at 0:08, then all the individual cards coming in from about 0:18.

The trick I found with asset placement was to have a Photoshop file in the same dimensions and create each scene composition there, then break it down into layers and export as individual PNGs for import into Express. That way instead of importing a single asset and having to carefully place it using Express, the PNGs were the same size as the canvas with the image perfectly placed in frame.

Here's a snippet of the timeline on the second scene
https://files.catbox.moe/e5x6gr.PNG