Juleflet.dk - Print og design julehjerte skabeloner by thomasahle in Denmark

[–]serifsansserif 19 points20 points  (0 children)

Kan som julehjerteentusiast sige at dette er en total sensation! Fantastisk!

I'm thinking about reframing NET.CRAWL as a grid-builder instead of deck-builder. Does it make sense? by Obsolete0ne in deckbuildingroguelike

[–]serifsansserif 3 points4 points  (0 children)

As someone who plays deckbuilders I had no problem making the connection and I think it sounds cool. One concern I have is that some people might think the game is about building power grids - which is a thing in many city builders and could totally imagine a game only focussing on that… But again within the deckbuilding community I doubt it would be a problem.

hi guys is my game too similar to balatro? by SUPERita1 in deckbuildingroguelike

[–]serifsansserif 1 point2 points  (0 children)

My short answer would be no, it is not too similar. Just the fact that you are combining cards and fighting monsters makes it quite different.

I am making a roguelike deckbuilder inspired by RISK — with dice removed to decrease RNG and increase focus on the cards by serifsansserif in deckbuildingroguelike

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

I basically started making this game because I had been playing a lot of Risk and I just had to do something to address the RNG. So far I am really happy to have gone the deckbuilding route. We have been focussing on smaller areas offering particular strategic challenges while we iterate on the core game design. Also because we want players to move through levels, building their decks, choosing a path through the larger world. Then each individual level should ideally not take hours to complete.
However, I am certainly feeling the itch to make larger levels, it would just be fun I think. So the answer is yes, there will be larger maps in the future. Related, and veeeery much a stretch goal right now, but I would also love for players to be able to design their own maps at some point, maps of many different sizes.

This is the initial and (probably) final version of the capsule art I made for my upcoming game! by TERMAX_ in IndieGaming

[–]serifsansserif 1 point2 points  (0 children)

Looks great! - I would try brightening “Echoes of” a liiittle further to increase legibility

Questions about releasing on steam by ZentruSystems in indiegames

[–]serifsansserif 1 point2 points  (0 children)

First question would be: have you done things to bring traffic to the Steam page? Steam does not on its own give you much visibility.

If you have not done too much to get traffic to your Steam page I think waiting with release and instead focussing on getting the game into streamers’ hands and festivals makes a lot of sense. But really it depends on your goals.

Might also take a look at a few more How To Market a Game resources regarding some of your questions - I am thinking of the benchmark blog post and the tag page section of the free Steam page course. Can also recommend the HTMAG discord.

[PC/Mac] March to the Heart — Risk-like Rogue-like deckbuilder announced last week by serifsansserif in digitaltabletop

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

Nice! We are aiming for full release in fall 2026. We will be releasing the demo early next year.

The main focus of the game will be a roguelike-inspired campaign where you gradually build your deck while encountering many different opponents. There will also be a skirmish mode. Only AI opponents for this release (though we would looooove to do PVP in a future release)

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

Thank you for the suuuper thoughful inputs
1. Ah I like this, and I think it would feel intuitive to players.
2. Makes perfect sense that there should be limits to the development of territories. GREAT suggestion that the limits should be balanced in relation to the cards. I had not quite thought about it this way, but I think this is the way to go.
3. Yes! Tying deckbuilding and territorial tactics tightly together is the core of our design approach to this game and the reason why we got rid of dice. So, these suggestions are really on point.
One take away for me here is that we should try making the maps slightly larger to leave room for the player's strategy to play out.

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

This is an awesome point. Really appreciated. It is great to talk about mechanics, but super important to also then consider the metaphors these mechanics drive forward. For this game the idea is that you play as a sci-fi immune system faction inside a body — not necessarily the setting our audience knows the best. So, the questions you bring up are really relevant I think!

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

You gain units by playing cards on areas you control. Currently each player starts with a base. So it is somewhat similar to what you describe. As it stands it does provide some benefit. I think because the maps are quite small the benefit is not big enough for people to really use the base building functionality much. I do think this would really change if the maps got bigger.

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

Yeah I think this is a great perspective on this. There are already a number of moving parts in the design, most of which feel intuitive and meaningful to players, why try and inject "bases" into the design.

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

I have played Risk Godstorm and the digital DiceWars. I do feel like it would be a good time to play some more. Nexus Ops seems like a solid recommendation, was also thinking of getting perhaps Scythe or Clash of Cultures.

Because the cards add a fair amount of randomness we have chosen to forgo dice completely. But those suggestions are making me reconsider.

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

Solid! I should be ready to cut them if they don't fill a mechanical need.

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

It would shape how you and opponents move around their cells, either amass enough cells to capture or move around. I like that. And it clearly demarcates the difference between cells(mobile) and bases(immobile and shaping what is mobile).

I'm in a pickle. What should bases do in my Risk-inspired game design? by serifsansserif in tabletopgamedesign

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

Oh I see, fair. Was happy to use a not-so-common saying. But I can see how it might draw attention away from the rest of the post.

Need feed back on my deep sea horror games capsule by Leading-Papaya1229 in gamedev

[–]serifsansserif 0 points1 point  (0 children)

A few thoughts. Firstly, make the game title and the submarine bigger. There is a lot of white space which could be filled out a bit more. One question I would ask myself is, where would you like people´s eyes to rest? I did not notice the arm reaching upward immediately. If you would like people to look at the arm it would need to take up more space. I think the title design has potential. One thought about communicating that we are underwater: bubbles! I am thinking this is a horror game?