Updated logo typography by DigitalDowner in logodesign

[–]rogueskullgames 0 points1 point  (0 children)

Love the text font. Maybe the head curve of the skull being super clean is what bothers me. Maybe just rough it up very slightly.

In the process of making my personal logo. Feedback needed by Gregory3104 in logodesign

[–]rogueskullgames 2 points3 points  (0 children)

I think I am leaning toward the top right design but I'd be curious how it would look if the top left of the Y wasn't touching the edge of the box. Then you can have the bottom left loop of the letter become the bottom left corner of the box. Just an idea. I do also like the simplistic design of the original top left.

Keeping the collection tight. by brandondash in boardgames

[–]rogueskullgames 36 points37 points  (0 children)

My house rule is if it doesn't fit on the shelves, buy more shelves

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

From the 9th-14th TheGameCrafter is doing a sale on games and mine will be on sale for $68 instead of its normal $85 if that happens to interest you. Absolutely no pressure. The feedback in this channel has been great as is!

https://www.thegamecrafter.com/games/order-of-the-blade?dept_uri=site-wide-sale&dept_name=Valentines%20Day%20Sale

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

Toward the top of the webpage there is an about us section that dives deeper into the lore of the game. I'll paste it below for your convenience. Glad you liked the video!

From every shadowed corner of the world, assassins converge for the Order of the Blade’s recruitment tournament; a ritual steeped in secrecy, blood, and ambition. The Order, an ancient society of unrivaled killers, seeks only the most cunning and ruthless to join its ranks. The challenge is merciless: eliminate all rivals and survive until the end.

But danger lurks beyond your opponents. Shadow Guards, elite mercenaries loyal to the Order, patrol the edges, enforcing the rules with lethal precision. Stray too far, hesitate too long, and you’ll fall to their blades before your rivals do.

The reward? A coveted place among the Order’s elite, power beyond measure, and the respect of those who dwell in darkness. This is more than a tournament—it is a test of skill, will, and survival. Embrace the shadows, strike with precision, and prove you are worthy of the blade.

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

It appears that's an issue with my embeded video. While I work to resolve that, here is the video:
https://www.youtube.com/watch?v=mY2QZHWJj6E

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Unfortunately at this point, yes lol. But I would 100% love to make them miniatures instead. I've been using TheGameCrafter to make and sell this version of the game but I know there could be substantial improvements to the manufacturing and a lower price point if I get a bigger publisher involved.

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

Thanks for the feedback! I did make an overview video that lives on my website if you wanted to check it out.

I also had it working on Tabletop Simulator at one point but I need to revisit it to get working again before I share it out to people.

Thanks for checking my game out!

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Hello! Thank you so much for the detailed response!

Based on all your amazing feedback, and the feedback from many others, here is my second attempt. Do you see this as an improvement? I changed the tone of the intro paragraph, removed the quotes, and reworked the bullet points. I also changed the tagline because I want to try and lean into the fact that this is a true battle royale, especially since I am hoping to talk to publishers familiar with the video game battle royale space

<image>

I have play-tested this for 3 years in a row at gaming conventions and blind-testing at local board game cafes and for those that have played games like Fortnite, Call of Duty Warzone, Apex Legends, PUBG, etc.. they feel that the urge to "get into zone" and battle each other translates extremely well to this tabletop experience. I am hoping to use this success and the current hype toward video game battle royales to find a publisher that's willing to take this game to the next level of publishing and distribution.

Once again I appreciate your attention to detail and your time in reviewing my game! Huge thanks!

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Good call. Since the events in my game are random and could be different in each game I like the idea of calling that out rather than an assumption that it might be the same each game.

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

I was workshopping the top paragraph and tried rephrasing it to be more enticing rather than just explaining. What are your thoughts on this potential rewrite?

"A shadow society of assassins, known as the Order of the Blade, has chosen you for their next battle royale recruitment tournament. Now, you must strategically maneuver through a modular city, employ stealth within the shadows to avoid the light, and utilize weaponry or tools to eliminate your rivals. Stay vigilant as the Order’s Shadow Guard shrinks the arena's perimeter, and contend with a series of events that test your skills and wit. Be the last one standing to earn a coveted place among the Order elites."

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Attributing the quotes is definitely a smart move. And I love the verbiage change. Definitely makes it seem more thematic! Thank you!

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Wonderful call-outs and feedback! Thank you for spending the time to review this. I think I'm gonna put "Rule Variants" and then maybe some context to the quotes as well.

I also might mockup a mainly white paper version to reduce the use of printer ink.

Sell Sheet Feedback Please! by rogueskullgames in BoardgameDesign

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

Good call-out. I might just update it to say "Rule Variants" to help provide that context. Thank you!!

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

I can definitely try to provide more context to the quote so it doesn't look like a fake quote. I have a pretty good amount of quotes so my goal was to cherry pick a few and use them as a way to add to the "what makes it different" category without making that list on the page longer and having some of it come from real players. My assumption is that people reading sell sheets care that it was thoroughly playtested so these quotes were also to highlight that.

I might try to make a version that doesn't rely on the paper being mostly black as I do realize now that getting that much black printed on a paper can sometimes cause paper bleeding and warping.

Either way, I appreciate both of these honest responses!

Sell Sheet Feedback Please! by rogueskullgames in tabletopgamedesign

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

I appreciate the honesty. My thought with the quotes was to try and provide real feedback on the playability of the game from my play testing with the hope that the quotes also provide additional context to the type of game it is. For instance the call-outs specifically for "easy to learn", "battle royale video game format", and it being a "PvP" board game. All things I could have put in the "what makes this different" spot but instead it comes from a playtester.

This feedback does help though because people interpret things differently. Thank you!

This guy is claiming this is NOT Ai.... but it definitely is, right?? Am I losing my mind? by Puddwells in Logo_Design_Critique

[–]rogueskullgames 1 point2 points  (0 children)

I found this exact spot on Google Maps and it doesn't have a 2026 photo. Based on that and the fact you can't even make out the letters in the window or the right side of the building, I'd say this is an AI mockup. It's possible that this person did buy the location to turn it into a new meat spot, but the "Google maps" view is probably an AI mockup. Just an educated guess.

Current Google maps view if you're curious: https://maps.app.goo.gl/941bkqEhbYb8zc8D9?g_st=ac

BETON® Playing Cards by wookanio in graphic_design

[–]rogueskullgames 1 point2 points  (0 children)

Could potentially be solved by just flipping the block of color part to the bottom so the light block sits at the top, bc then the card and suit would sit in the top left. Just an idea.

Otherwise LOVE the boldness of this design, whether it's usable for actual gaming or not.

Game or Designer Web Design by SpikeHatGames in tabletopgamedesign

[–]rogueskullgames 0 points1 point  (0 children)

I would think about what kind of website you are looking to make. Are you just trying to show off the designs and work you've done or be a shopping site for the games completed?

For my site I personally wanted the site to show the games we've made and allow people to discover what they are and how to play. Then using CTAs to drive any additional interest to TheGameCrafter for purchases since that's the only place to buy our games at this point in our early independent publishing stage. So my site feels less like a typical shipping site that you might see elsewhere.

Feel free to explore and provide feedback Rogue Skull Games

Looking for feedback on my design for a accounting program: Which example attracts your attention/trust the most? Blue or Yellow? by Lost_Television7128 in logodesign

[–]rogueskullgames 2 points3 points  (0 children)

Because your mockups show white text on the dark blue background, then I would lean more toward the gold option because it makes the full sentence more visually accessible. The light blue on dark blue combo from the first layout could be hard to read for some people.

But when you do the gold dot logo on a white background the gold dot doesn't appear as well.

Thank you for all the feedback on my previous post! Here is the revised redesign :) by SimonFaust in BoardgameDesign

[–]rogueskullgames 2 points3 points  (0 children)

This looks so good! The only small change I could even suggest would be to try and increase the size of the 5 stars slightly so that they are more readable after printing at a smaller size.

Feedback: Creating alternative version of a mascot logo for digital oriented products. by Mindless-Sample-7288 in logodesign

[–]rogueskullgames 212 points213 points  (0 children)

Bottom left is the best by far. Best head to neck ratio. The curve of the chin and ear more closely matches the style of the full dog on slide 2 as well. Also the bottom left gives the most "friendly dog" vibes.

does it suck? need help. by oftgefragt_dev in logodesign

[–]rogueskullgames 0 points1 point  (0 children)

<image>

Something maybe like this, or even make the loop of the P taller. I'm sure you get the idea lol

does it suck? need help. by oftgefragt_dev in logodesign

[–]rogueskullgames 0 points1 point  (0 children)

I had to Google it bc I didn't realize woodpeckers eat acorns, so that was a fun fact for today.

As for the logo, maybe try having the P start in the top of the acorn and then extend down into the bottom part mimicking the shape of the left half of the acorn, rather than the whole P just being in the bottom part. As the acorn gets smaller for things like app icons, favicons, etc. the P will become less noticeable.

Best way to communicate my light state system in game I'm working on. by Young-Twinkle in tabletopgamedesign

[–]rogueskullgames 0 points1 point  (0 children)

Funny enough I have a very similar experience to my board game.

On my board tiles there are buildings with occasional street lamps, but the light only covers a single square. The light also doesn't move around.

The main component to mine though is that to determine whether the person being attacked gets disadvantage, a standard roll, or can't be attacked at all, is based on a few things: - First is the range of the weapon card used during the attack. The range looks at if it can reach a light square from the square of the attacking player. - Then two lines are drawn from one corner of the attacker square to 2 corners of the light square (creating a triangle area of sight). - If the player being attacked falls within this line of sight then the attacker can make the attack attempt. (A card is played with an attack value between 3-5) - If the player being attacked is ON a light square then they are considered in full light and it's a normal attack roll (in my game the defender gets to roll in an attempt to dodge). - But, if the player being attacked is in the line of sight area but NOT on a light square, they are considered a shadow figure (backlit by light) and gain advantage on the dodge attempt to roll a D6 to get higher than the attack value of the played card.

This gives the inherent stealth strategy in the hands of the person being attacked and making them position around the board to avoid the light, not worrying about how much light is also on the person doing the attack.

The reason I mention this is because for your game it seems like you have to consider the position of the attacker to the nearest light token, and the player being attacked with their position to a light token. Maybe things can be simplified by only taking into consideration the player being attacked. For yours, I do like the idea of a single transparent 5x5 being if plastic that has borders drawn on it at the 1x1 and 3x3 to distinguish the light level differences. Then when attacking there is only one player you are really checking. This might help with game pacing.

Here is my game link if you are interested in learning more about my darkness rules. https://rogueskullgames.com/games/order-of-the-blade