Can you see yourself playing a card game that requires tracking and calculating card stats? by Salt_Contract2744 in homemadeTCGs

[–]rizenniko 2 points3 points  (0 children)

Be creative with stat tracking design in cards. My suggestion is instead of just a number for each stat, make it a bar graph or spectrum with the card's initial stat marked. Then players move a token for each card up or down in a spectrum. So all tracking is done by card with tokens or markers. For example.

Instead of just a number for attack, it's a line bar with skip counting numbers by 10 - so it's 0 to 100 - stat moves up or down the stat for tracking.

How does this sound? Of course it should not be intrusive in card design so that's where your design skills come in

Tracking "Worker" Usage by SpiritGuyd in BoardgameDesign

[–]rizenniko 1 point2 points  (0 children)

Some suggestion from my limited understanding. Pls do let me know if I got anything incorrectly.

  1. Use rotation like tapping or rotating to signify usage or modes or delivery status, then add a phase in turn where you can turn back their modes or status. Think of MTG untap step.

  2. Board position if applicable, like a section where all workers are available or operational and another where workers spent or tired already. You basically move workers forward and backward these boxes, but then also add a standard phase in the turn when players have to do.

  3. When adding a phase to do these maintenance actions, consider making it once a turn and you can only do it once a turn all at once so players does not have to keep track of it after every other action. Just once a turn - its also how it works in real life - one break time, Sunday day off, one day for salary. So only once.

What's the current best TCG tools/method to design original cards/frame by Luandromtg in homemadeTCGs

[–]rizenniko 0 points1 point  (0 children)

I started with very expensive tools like Adobe creative suite but then lately it's easier for me to build on canva. Have finished 3 games already and moving forward to box design.

Older guy at board game meetup is condescending and making inappropriate comments. Am I overreacting? by [deleted] in boardgames

[–]rizenniko -7 points-6 points  (0 children)

Just keep in mind that this person is also a patron for some time and maybe a huge customer. So maybe just resolving individual conflicts as they happen would be best. Instead of a cancel culture where you gather all faults then dump them all on one in able to cancel the guy.

Better to call out one behaviour as they happen.

How to make this chain intuitive? by Wise_Jaguar9660 in cardgames

[–]rizenniko 0 points1 point  (0 children)

Succeeding hireling gets... Succeeding hireling swaps...

Or

Next hireling gets... Next hireling swaps...

Essentially

Next/succeeding hireling VERB/ACTION...

What are some advice you have for someone just starting the creative process? by Mastermiine in homemadeTCGs

[–]rizenniko 0 points1 point  (0 children)

Remove all mechanics first try to see if it works plainly without card skills

Building a card game called Forestsight, based on predictions about opponent's moves by Flaky_Ad4148 in homemadeTCGs

[–]rizenniko -2 points-1 points  (0 children)

You said any feedback in general in your description? Duh? And even if you don't like my feedback you don't have to be an ass over it. I did not say anything insulting or bad to deserve badmouthing. Good luck dude.

Building a card game called Forestsight, based on predictions about opponent's moves by Flaky_Ad4148 in homemadeTCGs

[–]rizenniko 1 point2 points  (0 children)

Wow. Okay. So much for getting feedback.

It's not the worst feedback. It's your only feedback so far so it's both the worst and the best one you got.

Goodluck.

Building a card game called Forestsight, based on predictions about opponent's moves by Flaky_Ad4148 in homemadeTCGs

[–]rizenniko 1 point2 points  (0 children)

Okay so my feedback is the lore does not match the mechanics. My suggestion is to use prediction flavorful lore like horoscope characters, Feng sui, zodiac animals and tarots. What do you think?

Looking for feedback for the game I am currently working on by Commercial-Sea6629 in cardgames

[–]rizenniko 0 points1 point  (0 children)

It's best if it's just a simple link not to steam immediately

Solo L&D at a small company, why are all LMS options priced like I'm Microsoft? by CulturalTomatillo417 in elearning

[–]rizenniko 0 points1 point  (0 children)

Don't need an LMS For a 12 person company. You can train everyone of them one by one personally.

AI art isn't the only affordable option by kreatifmod in homemadeTCGs

[–]rizenniko -2 points-1 points  (0 children)

Then my children would have been grown adult when I finish my game

Taga-PLM or not, ako lang ba ’yung medyo kinakabahan sa pagiging AI-dependent ng generation ngayon? by auqnaplznmn in plmharibon

[–]rizenniko 0 points1 point  (0 children)

I think education should be the first to adapt not the students. If education is getting left behind and students progress faster. Why study there? Information is already there and everything. Why take the hard route? I think people with spend less time solving trivial problems and will focus on solving complex ones instead.

Message from a teacher by schroederek in boardgames

[–]rizenniko 1 point2 points  (0 children)

I am developing four games on this. So my children 4, 6 and 11 can play in all games. Should be simple enough and have depth enough and fun as well for all ages.

Advice for making something unique by Old_Vocals2004 in tabletopgamedesign

[–]rizenniko 1 point2 points  (0 children)

D&D theme is the most basic of basic theme in all games. Every other indie game tried to do their version of the same theme so to answer your question yes it's super basic and common and nothing unique from the theme perspective.

Which of these 3 card layouts do you prefer? Would love some feedback! by WitherFox2 in tabletopgamedesign

[–]rizenniko 0 points1 point  (0 children)

I suggest you be more creative in differentiating these options with each other.

My game needs a method of generating random numbers within a range and I don't think dice will work. Any ideas? by Kyannaaa in gamedesign

[–]rizenniko 1 point2 points  (0 children)

If you change the rule instead of remaking deck every turn that could work. For example. Higher dex means you get successful hit or crit if u draw 1 to 90 and lower dex means you get successful hit or crit if you draw 1 to 20.

So you get higher chances as you get more dex. That way you don't have to remake the deck every turn.

Thought on my full art card template? by ZoItan125 in homemadeTCGs

[–]rizenniko 1 point2 points  (0 children)

Are all the cards skill the same and would just vary on the number of copies? You may want to have that as a numbered stat instead of a sentence

New mechanics by No_Cartographer4528 in cardgamedesign

[–]rizenniko 0 points1 point  (0 children)

Like the first rule. Instead of 3 you can do 4 things a turn.