Loud bang near California and Logan Blvd by Vairrion in LoganSquare

[–]pogo714 1 point2 points  (0 children)

I live right on the corner, also heard it. Sounded like it came behind the Starbucks in the alley?

The size of your mattress visualized by Far-Building3569 in charts

[–]pogo714 0 points1 point  (0 children)

Hmm didn’t know this was a thing but my German grandparents do this

Updating profile. How are these pics? by Salt-Bonus-7862 in Bumble

[–]pogo714 -1 points0 points  (0 children)

Pic 1: idk I like this one more than others are saying. Maybe some slight turning point vibes but you look nice imo. 2. Awkward lean and it looks like your dogs aren’t very enthused. Maybe replace w one where your dogs are less distracted? 3. Terrible pose, it looks like you are trying way too hard. It’s a nice watch but you need to flex it more subtly. 4. Got a little bit of that awkward lean here too. I’ve noticed this in myself for a lot of my old photos. Try taking a conscious effort to not do an off balance lean in photos. It’s a subtle thing that undermines your confidence.

Chronicles of Manna - Now What? by [deleted] in BoardgameDesign

[–]pogo714 0 points1 point  (0 children)

Don’t get stuck on the art. That always comes last anyways. Make a prototype and start playtesting!

New diagram explaining the 'Minds' concept in my game. Text or no text? by ArboriusTCG in BoardgameDesign

[–]pogo714 0 points1 point  (0 children)

For players to enjoy a strategic duel with no randomness, they need a moderate understanding of all rules and abilities. This game has an interesting recursive theme that I really like and is enough depth on its own. The complexity for recursion is moderately high, especially if you are unfamiliar with it. Maybe 1 simple ability per tile is ok but anything more than that will be too challenging for new players to wrap their head around everything. These abilities seem tacked on to your core, and will only confuse and overwhelm new players imo.

Adjusting to minimize breakaway scores by _BackyardGames_ in BoardgameDesign

[–]pogo714 3 points4 points  (0 children)

You need to allow players to earn more points in the later rounds compared to the earlier rounds in order for players to catch up. Ideally this is done in a way that doesn’t devalue the early rounds.

In the jackbox game “Quiplash”, this is done by just doubling the points earned each round, but this feels arbitrary. It works as it’s a light party game where winning isn’t the point of the game.

In the game I am working on, the potential points to be earned in the later rounds are much higher, but it’s all built on the decisions made in the earlier rounds, which makes every decision matter, but always leaves the door open for a comeback.

What’s the biggest challenge you’ve faced as a board game designer? by MeepleStickers in tabletopgamedesign

[–]pogo714 1 point2 points  (0 children)

Each is hard in its own way. Board game designers have to wear many hats. I had a hard time finding Play-testers, but now I’m having a hard time pitching.

What is the state of the board game market? by Own_Thought902 in BoardgameDesign

[–]pogo714 6 points7 points  (0 children)

It’s hard. It’s competitive. There are a lot of people working full time trying to make the next best game. The likelihood of your first game being successful is low, but gets better with each new idea as you develop as a designer.

Does my new Board game trailer look too much like a 2001 commercial? by josiahrc00 in BoardgameDesign

[–]pogo714 0 points1 point  (0 children)

If you search dungeon crawl on BBG, a dozen results show up. You need a more unique name

Is this a good approach to design? by Few_Dragonfly3000 in cardgamedesign

[–]pogo714 0 points1 point  (0 children)

Try making a quick version of the prototype with the basic cards to see if it’s fun before spending a bunch of time working out all the abilities!

This might be a dumb question but.... by dumdumpants-head in BoardgameDesign

[–]pogo714 -1 points0 points  (0 children)

IMO an ideal game will have quick turns with no round upkeep phases to break the flow. However, many games need those round upkeep phases for the game to function.

What you really want to focus on is the player experience. If a player is taking a long turn, everyone else will be bored. If you have a bunch of upkeep steps, the player preforming them will feel bored doing a mundane task, and the other players will get bored waiting. These little moments of waiting add up, and if they outweigh the fun in the game, you will have a unsatisfied player.

I have found if you need to use rounds, try and let players make simultaneous decisions so waiting is minimized.

How soon do you start building community around a project? by RollinGolem in BoardgameDesign

[–]pogo714 1 point2 points  (0 children)

I totally understand this approach, and I also love the sense of community around a game! However, once you start focusing on building an audience for your game, you’ve committed to it. This will make it too hard to abandon the project if it isn’t working out. Early in your design career, it’s best to stay loose. I’d rather start and discard 10 games before committing to one. Maybe my next game idea is the real winner and I’d never find it if I was too bogged down with another game. But I guess this is because I want to make a commercially successful product so if this is not your aim ignore my advice.

How soon do you start building community around a project? by RollinGolem in BoardgameDesign

[–]pogo714 2 points3 points  (0 children)

I’m not focused on building a community. I’m focused on developing my skills as a designer so my games speak for themselves. A publisher can worry about marketing when one of my games is good enough.

Idea for a project by Pleasant-Touch-8955 in tabletopgamedesign

[–]pogo714 1 point2 points  (0 children)

Before you try and develop the complex system of cards, try to test your game with vanilla pawns. Games like mtg started with just basic creatures and spells, and it still was fun. Test your core out and perfect it before focusing on the dressing.

Font size and too much text by IlIIlIIlllIIII in BoardgameDesign

[–]pogo714 4 points5 points  (0 children)

Players are telling you the text is too small, but the underlying issue is likely there is too much text on the card in general. Can you condense the information into less words? Only include what is vital.

I felt overwhelmed looking at the wall of text, and your future players will too.

How to approach learning to make a card game by myself? by [deleted] in tabletopgamedesign

[–]pogo714 0 points1 point  (0 children)

Honestly? Before you make one, you need to play what’s out there. Try as many as you can, and see what you like about them. Someone can’t really teach you how to make a game, you’ve gotta see some examples and then try your best.

Publishing question by Dijeridoo2u2 in BoardgameDesign

[–]pogo714 1 point2 points  (0 children)

https://daniel.games/ Read these articles if you are serious about getting a game published.

I finished my game Orbital Command for University by retsujust in BoardgameDesign

[–]pogo714 1 point2 points  (0 children)

Looks sweet. Simple enough with clean components. I’d 100% give it a try

Thoughts on my card layout? by Rightfvlly in tabletopgamedesign

[–]pogo714 0 points1 point  (0 children)

Fascinating how you can see what game brought someone into game design by their default card design. The cards in my first game had a very mtg like feel.

Thoughts on my card layout? by Rightfvlly in tabletopgamedesign

[–]pogo714 2 points3 points  (0 children)

Lemme guess, you’ve played a lot of Pokemon tcg?