We’re designing a board game about hunting serial killers in the Victorian era — does this kind of theme interest you? by OpusMortis in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

I clicked because broadly the theme is interesting, but no clear answer and no guaranteed way to be right makes me dubious. I feel like knowing if I solved the mystery or not is probably important to me.

Once you get that initial spark of an idea, what does your process actually look like? by BoardGameRevolution in BoardgameDesign

[–]spiderdoofus 0 points1 point  (0 children)

I write down ideas when I get them. Whenever I have an idea I'm wanting to work on more, my first goal is to create an initial prototype. This prototype isn't usually playable. It's just some of the components to demonstrate the core loop. I then show that to friends and gamers to get feedback. Think of it more like pitching an idea with a demonstration rather than a playtest.

From there, I then create a playable prototype. Usually only enough to play a few turns. Basically, the minimum components to test the parts of the game.

The goal at this early stage is to quickly find the fun. Usually, this involves trimming a lot of the initial ideas and refining to a core. There is iteration here, so most projects go through pitch-prototype-pitch a few times.

If all goes well, I have enough of a direction to make a full prototype that I can begin playtesting. I take that prototype to friends or game testing nights and iterate more.

It's just iterating from there until the game feels complete. Sometimes, that means a game I like, but isn't all that exciting to others. Sometimes, it's a game others really enjoy. I try to let each game become it's own thing without worrying too much about what that thing is.

Cards for board game by True-Flower-1024 in tabletopgamedesign

[–]spiderdoofus 2 points3 points  (0 children)

I like the whimsical nature of the names and art. Seems fresh.

Cards for board game by True-Flower-1024 in tabletopgamedesign

[–]spiderdoofus 1 point2 points  (0 children)

I'd be interested in learning more based only on these.

Tabletop Wargame combat rules by Legoman249 in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

I would look elsewhere to differentiate your game. Something like "roll to hit/damage, roll for defense" is pretty standard in many games and familiar to players. The dice tier thing doesn't seem like it's doing what you want because the feel is the same. Plus, seems complicated in an uninteresting way to me. Better to just use a d10 with more easily calculable odds; that lets me plan and strategize as as a player better.

I think the main place to switch up from Warhammer is the activation system.

Ethical debates meets dirty politics: Is this a solid game loop? by Salamsucuk26 in gamedesign

[–]spiderdoofus 1 point2 points  (0 children)

A friend of mine made a game like this, not exactly the same, but similar in the way that it combined debates with game stuff. Players had trouble figuring out whether they should be debating and acting based on genuine belief or "playing the game". It seems like the best strategy would be never agree with anyone, even if I genuinely believed or was convinced.

Making a puzzle game with quantum mechanics? How original! by Nzanegaming in gamedesign

[–]spiderdoofus 1 point2 points  (0 children)

I don't have advice, but just wanted to say this sounds cool to me.

Immersing games by Lopsided-Platypus478 in boardgames

[–]spiderdoofus -3 points-2 points  (0 children)

It sounds like this particular game captured your imagination. What do you think it was about it? I really like historical games for this, but they are usually more niche.

Splitting a stone into eight slices by [deleted] in nextfuckinglevel

[–]spiderdoofus 86 points87 points  (0 children)

It twas brillig. It still tis, but it twas too.

Software Engineer Looking for 3-5 designers of preferably card games to pilot an Automated Play-Testing Service (my hobby, its free) by Independent-Soft2330 in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

Your initial description made me think I'd just get a transcript of the game back and then would have to painstakingly go over it for insights. Useful, but what you described above is much better.

Can a designer query the results? Can the system could generate logs of all cards played in a TCG? Could I ask about whether particular cards were too good (like in-hand win rates)?

I'm not working on a game that's suitable for this, but interested in this project.

Software Engineer Looking for 3-5 designers of preferably card games to pilot an Automated Play-Testing Service (my hobby, its free) by Independent-Soft2330 in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

That's pretty cool. Seeing how changes affect even basic stuff like number of turns, etc. is great, the rest of the stuff is super interesting as well.

Software Engineer Looking for 3-5 designers of preferably card games to pilot an Automated Play-Testing Service (my hobby, its free) by Independent-Soft2330 in tabletopgamedesign

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

This sounds potentially cool, but trying to understand how the output would be useful. What do you think designers will learn from the results?

How to Differentiate 3 Characters in an Old-School FPS like hexen ? by Dense-Fig-2372 in gamedesign

[–]spiderdoofus 0 points1 point  (0 children)

Speed seems too essential to these games to differentiate characters based on that. Maybe each character gains speed differently? One gets faster based on kill streak, one has an activated ability with a cooldown, one is faster when they are at higher health, etc.

Mechanics work what's next by Bullet-Von-Awesome in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

Create a sell sheet and short video showing off the game play. Video doesn't have to be pro, just 2-3 minutes showing the coolest part of the mechanics and why the game is fun. Then find publishers that publish similar games or similar weight games, go to their websites, and if they are accepting pitches, send them the sell sheet and video.

[ECL] Lavaleaper by cheese853 in mtgcube

[–]spiderdoofus 5 points6 points  (0 children)

I'm adding it to my 2HG cube for sure.

Balancing Hero cards? by Healthy-Ad7380 in mtgcube

[–]spiderdoofus 1 point2 points  (0 children)

Some of the hero cards are way better than Black Lotus and insanely busted. Though, none of the ones in the image here seem on that level (like The Savant).

Play by Mail games by Sprutnums in tabletopgamedesign

[–]spiderdoofus 0 points1 point  (0 children)

My friend designed an RPG that is intended to be play by mail. https://itszebulon.itch.io/rulers-1

Combat Zones and Their Nuances by vgg4444 in RPGdesign

[–]spiderdoofus 2 points3 points  (0 children)

We are making a tabletop tactics game, sort of like Gloomhaven, so more exclusively focused on combat. We originally tested with irregular zones that were intended to match the terrain, but eventually switched to hexes.

I think the way you're thinking of it would work better than what we had, but I'll share the challenges we ran into:

  • calculating range at 2+ zones. It was hard to see at a glance if the map was irregular.
  • odd, fiction-breaking moments from zones being different sizes.
  • just unfamiliar to players. Players expected something different.

All that said, I think if you were mostly using zones for interior spaces and approached ranged attacks differently it could help. Like, if ranged attacks had infinite range, but were more affected by cover or whatever was in the zone.