Creator Chat - Say hello! What you working on?

Love how this looks! Good luck!

Things are moving along nicely with my cosmic occult solo puzzler, Fractured Rift… This will be a Gamecrafter release and Crowdsale. I just wanted the ease of a Crafter release as the other projects have been so much hard work dealing with publishers and manufacturers, shipping and fulfilment companies. All that has really made me appreciate TGC and it’s really nice to be designing a game that I won’t have to do any of the business nonsense for! Hope you like what you see! This is the box art, board and spinning disks. It’s quite a brain-teaser and I love that cosmic horror theme! I’ve gone full fantasy graffiti on the art because- I can! And I love that weird combination of styles! Whatcha all think?

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I don’t think I would be able to fill in a character sheet before I knew which class and stats to write down.

I prefer each section for class, stats, abilities, gear, etc. to explain what they are and encourage character sheet completion one section at a time as I read through.

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yeah, thats how i have it structured right now. just asking because the original standard for this was character sheet first and then all of the character information after. But the way i have it structured now, everything has a good flow to it. one topic leads into the next one. theres a whole backstory that players read that tells the lore or the world and then all of the character info fills in more of the story but also tells the players about the playable factions, the guilds you create for your warband and the races and classes. so you learn about everything, except for the details about the different kingdoms/regions, before you even put a pen to paper.

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The last few days I had the crazy idea to try drawing something myself. I’m actually not good at it, but I somehow had the urge. For fun, I drew the cover and a terrain card for my 18-card Boss Battler named „The Promise“, to see if it could work.

This is what I ended up with. Everything was painted with oil pastels and paint markers.

The finished card:

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Looks great, nice work

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Nice! There’s a really cool interview with Jenna Felli where she talks about how the art in Shadows of Malice was supposed to be placeholder as she was frustrated with it but everyone who playtested adored it so she kept it in. To me, at least, part of what makes that game one of my top 10 is her art. It just fits. Looks to me like yours would be the same.

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Thanks for the kind words. I don’t now if it will stay it the end. But I still working further on it. I had art for all weapons and armor, but not for the 3 enemies. But I decided to draw everything by myself, not only the enemies, so that everything has the same style.

At the moment I work on the armor.

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Hi all! Got a wee bit further on Fractured Rift, a few changes to the main board and boss dials. All brought about through mad playtesting! Between me and my buddy, over 100 games played!:zany_face:… It’s quite a straightforward game, but there is alot of choices you can make and many pathways open up. We have had to really get deep into testing every small detail to make sure it works. It’s crazy difficult but we are so close now. I believe this is my most strategic game yet and I’m loving how the theme fits with the gameplay… Lots of fun!

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These are so nice! I love hand drawn art line this

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Love the art & color scheme!

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This is looking good!

I think worthwhile drawing everything yourself if you understand how to lean into your personal style and remain consistent.

My drawings aren’t anything special but, they are unique and interesting so people buy the game.

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First of all, thank you.

It is a bit based of how big a game is. With my 540-card game Grimm World, it would never have occurred to me to try to illustrate it. I think I would have finished by the time I reached retirement age.
But here with this 18 card game, it seems doable for me. But it has still up to 4 illustrations per card.

And yes, your style is really unique. I have your Paperback Dungeon as printed PnP version at home. It was one of the first PnP games I crafted some years ago and the style was the reason why I crafted it. So, well done.

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I’m not working on this any more, because I finally released it last friday. It was an intense month before the release, with illustrating “The Promise”, translating it also into German language, fine tuning it, creating all the files and extras and also had an exchange with an content creator, which wants to do a rule video.

But I am really happy with the result of this boss battler for your pocket. So if you like fighting bosses and also love crafting gear, please check this game out. What makes the game special, besides the boss fights? You have small (half) icons (circle, triangle and square) on the edge of the cards. By combining different equipment, you complete these icons and unlock new abilities, bonusses and attacks. Each new equipment will change your possibilities in this game.

So if you like boss battler and don’t mind to print out 18 cards and some tokens, I would be happy if you checkout “The Promise”. And if you have any kind of questions, feel free to ask.

Screenshots from the German version.

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I love this, using the spatial component of cards has always been fascinating to me. Very clever using shape completion on the edges of the cards to signify combos. Reminds me a bit of machina arcana’s loot system

where you can link certain pieces of loot together, but what you’re doing allows a lot more versatility. I used to think about creating “enchanted” loot by having cards with tons of text on them, and then loot with “holes” in it, and you would stack the cards and the holes would “choose” what words would be seen from the enchantment card.

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I saw this one system (I can’t remember the game) where you would go through and fill out a questionnaire about “What you like” in your character, and based on the answer to your questions, you would be supplied with a character the fills your interests. It was like a multiple choice test of preferences, and it had a branching decision tree to generate your character.

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I love the darkest dungeon art style. I wish more games used the style.

After the release is before the next release. My Micro Boss Battler The Promise has barely been released, and I’m already working on the first illustration for the sequel.

In Part 1, you play as Tom and Anna Thumb (who are barely bigger than a finger) fighting rats and crows and crafting new equipment from their remains. I already have two more animals in mind for the sequel, but what would you like to see? I’m excited to hear your ideas.

While Hans the Hedgehog is the final boss in Part 1, I’m planning to feature the Frog King in the second part.

Here’s a preview of the Frog King. Drawing with oil pastel chalk on paper. Will be later scanned and a bit digital corrected.

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Looks great. Reminds me of Talisman

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Pecsætan

A recent Dungeon Dive video reminded me about the Firelights SRD. I spent a while in a coffee shop making my own version of the game. It still needs a cover, but is interesting to find that a simple tri-fold RPG can be written on a phone with Google Docs.

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