cardgamedesign1.bsky.social
board game designer, anime lover, Christian, I'll likely be posting either board game design or Hearthstone related posts
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Thanks. I'll try!!
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Though the mathy space game, I'm trying to reduce some of the math burden by introducing set collection. So that may be more of a rework. But yeah with Well Informed, I felt like I was trying balance 2 different things. I liked these things, but it felt like one was going to have overtake the other.
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Not quite. I'm splitting up Well Informed. It was a checking out library or bookstore books game. It had clever/playful, play on words flavor on top of more of mechanical number set collection/matching game. The playful side is going to a party game; the set collection is to a mathy space game.
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I think I’m trending towards: something that I can iterate faster. My designs that have too many moving parts just end up stalled out between playtests. I think I’m trending towards can I play this repetitively yet?
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If you cannot picture an apple or what a game will look like in your head before you make it, I’d say that you are audio. I would suggest audio pitches or phone calls. Someone with audio in their one or two position might pick up song lyrics without even trying.
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Can you picture what a game will a game will look like in your head before you physically make it? If you can picture an apple or game in head, you are kinesthetic. I suggest video pitches, in person pitches or just having hands on the game. Your games seem to have a tactile piece to them.
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The alternative to sell sheets would be figuring out if you’re kinesthetic or audio learner first. If visual is a no go, one of kinesthetic & audio should be first and other should be second. Take with grain of salt. Can you picture an apple in your head?
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Could it be sort of like a learning style? Like maybe you need a 1 minute pitch video or 1 minute audio pitch? Some people do great with visuals, but if the visual of a sell sheet isn’t your thing, I think audio is more the opposite of visual.
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It might just be trying the parts of the game that I like in other games or with other rules until it gets to the state that it works or flows better. Or that’s the thought that I had a little bit earlier today.
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I’m thinking about splitting some of my old games into 2 separate games. Think of it like you have this place of work where you are good at the job, if you were in this other area maybe you wouldn’t be as good. Games can be like that too. The game, the mechanics & the environment can just not work.
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Having only a number in the middle of the card is not elegant as it doesn’t allow for fanning the cards in the hand. A standard deck of cards is also elegant with unique suit shapes. But yeah, the elegance of a deck of cards is invisible.
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I’ve seen this with a standard deck of cards. Earlier designer mistake, I tried to make my own deck of cards. I had colors as suits. A tester was not be able to tell yellows from greens. And I had numbers in the middle of the cards instead of corners. Numbers in corners allows for fanning the cards.
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Then again, the title might not even be a hook. I just liked the concept of attempting to summarizing or talk about what the game is about just from the title. That sort of idea seemed elegant to me.
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The initial title hook doesn't necessarily connect with the current gameplay. It is less about racing and more a 40 minutes to several hours of bookkeeping roll & write. Though, I like playing it for 5-20 minute intervals sometimes. It connects with erasing but not E Racing.
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Tissues.
Also, not necessarily the bathroom, maybe packaged silverware
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Idk if there’s like individually wrapped combs or something, either forgetting to comb your hair or it’s windy outside, sometimes you just need a comb
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Pass out the lightbulbs. Person who read the manual goes first.
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Sorry for your loss Patrick. I’ll be keeping you and your family in my thoughts and prayers.
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Mic not on
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Or as I watch more of the video, maybe they aren't as related as I'm thinking.
It just feels like I have a theme for a game that's partly exists in reality, but it partly exists because this is a game setting. You can do things in games that you can't do in real life.
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Maybe I should talk/ramble about it here...idk. I'm just waffling between should I change (the mechanic or theme) or keep it for now and just test it until you have an idea for something better...idk. It's still early days. I almost have the bare minimum for a playtest like 21 more cards needed.
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At the time, he's addressing basically why would a player want to make silly compound words from real words? My party game that I'm starting to design doesn't fully neatly tie the theme together. So I'm wrestling with a theme that doesn't fully marry the mechanic. so mentally flip table, what to do?
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Thanks. Yeah, deadlines most definitely help.
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I've been playing with strangers a lot times from the get go. It was certainly eye opening. Then again, I feel I might feel more pressure when playing with friends as I don't want to give them a crummy experience. Some have been well received; others, I felt I wasted their time.
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A lot of my board game journey has been putting untested/barely tested game ideas to the tables at Unpub. So yeah, in that context, of course that's why. My games are not where these other games are. Coming to hear that others solo test, play with family & friends and then play with strangers...
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If memory serves, in 2016, I went to my first Unpub. If memory serves, 2018 was the year I got my first designer table at Unpub. I don't have a regular playtest group; I think that's part of it. But these days, I am getting solo testing so I feel progress there. I just wish I was farther along.
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I wonder "Is something wrong with me?" I grew up playing games. In 2011, I got introduced to the brand new world of board games. In 2012, I prototyped a Christian themed Risk game off of one of the Star Wars Risk boards. In 2013, I designed my first of many mafia games.
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I should be celebrating other people's wins and accomplishments, but a lot times, I feel left behind. It's stupid to compare. I'm my own person. We walk different paths, and we have different things that we are good and bad at. Just year after year, my progress is slow.
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I booked online a week or so ago. At first it did say sold out, but I adjusted the dates or did something else and got it working. I don’t quite remember exactly what I did to get it to work.
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First playtest with the new rules puts it just over an hour I think. But I’ll be changing some stuff already, so who knows how it will go?
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Thanks. Yeah, Risk uses dice. Why not cards? It is similar amount of randomness
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I think I’m more in saving prototypes for now as I want to try actually finish/playtest more of my games rather than starting new ideas. I just revisited an idea from 2017. I feel like I tossed part of it, but testing the other part of it. Gathering Forces Rummy. Tho I don’t think I need the board.
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Kind of related A Game of Thrones 2nd edition board has a bidding track specifically for turn order. When we bid for it, I generally tended to opt to go later on in order to see what my opponents did. Other players would specifically try bid high to go first.
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The pink/left one
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Toilet paper, shovels, gloves, hats, winter jackets, thermal underwear, pet food, salt etc
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Or specifically for Rogue, there’s a ton of archetypes listed, just not Pirate. So yeah, it’s been fun. The build is like 3ish cards different from my old list.
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I'll look into it thanks
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Yeah, that was too obscure. I've since now played multiple connections and get it around 17 guesses. Unless I know a category right off the bat; it is usually takes me some time to get there. My knowledge is like games, music, tv and other. I don't know if I'm getting better at it or not.