Creator Chat - Say hello! What you working on?

So cool to learn that you have a copy of my game. I hope you had fun with it. The longer eye keep at this game design think the more flaws I see in it :face_with_peeking_eye:

sorry I didn’t respond to this sooner. I took a hiatus for a few months.

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It’s been about four months now. How are things going with this game? Getting some sales still?

FYI, I had a big drop in sales around November and they are only just now starting to pick up again, so if you haven’t had many sales, don’t let it get to you. March, April, August, and September are the best months for me with slowdowns in the summer and winter.

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Here my crafted game of yours, stored in two cassette tape boxes. Was really one of my first builds several years ago. :sweat_smile:

Regarding my game. I met my sales goal in the last 4 month. So I am happy about that. I put always a goal up and if I met it (normally within the first year), I work further on this game by doing expansions. My goals are normally low, because I am not well known and also my games are very special interest. So target audience is very small. I did two sales lately and offered it together with Grimm World and this worked better than expected.

But what I find unfortunate is that I don’t get much feedback or see it anywhere on social media. I would of course be very happy to receive feedback, especially with regard to potential expansions. Then I would know how I could improve the game even further. I don’t know how things are with your games.

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Hi! Thought I’d share some card art from a new crawler I’ve nearly finished and will be self releasing later this year. Hope you like them.

It’s a 1 deck Coffee Break Crawler. Small box, super easy rules- 10/15 minutes playtime. I will be sending Daniel a prototype as soon as I get them. Hooefully in 4 to 6 weeks.

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Working on a small simple dungeon crawler, which will maybe end up on a advertisement flyer for a web shop from a friend of mine.

Let’s see, if it will work out at the end.

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I really like the art. Especially the picture of this butcher monster and the corpses is cool. I am very curious about your game.

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I love the art! Are you the artist?

I have been working on some custom rules improvements for both MIRU #1 as well as The Unseen World.
I’ve been really sidelined by my broken printer but I am hoping to get that functional again today.
I will be uploaded my rules variants to BGG.
I am especially proud of the work I’ve done on TUW. It’s a lot of minor tweaks that improve the functionality of the game without changing any mechanics.

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Looking for recommendations for game book design software. Looking to create roll up charts/matrices in particular. I have access to the Adobe suite as well as Google Docs/Sheets stuff but don’t know individual pieces of software on this topic. Also, any relevant training videos on said piece/s of software are greatly appreciated!

Here are some examples.

Affinity is now free!!!

Quick question for all you smart people.

Is 5 books too much for a game?

Im looking to spread things out a bit as my core rule book is getting, out of hand a bit so to speak.

I was thinking about splitting it up into:

Players guide, DM guide, Monster Manual, Campaign book and a exploration/settlement book. All of these have turned out to be longer than anticipated with how much stuff I have whipped up since last summer.

But I dont want players to be overwhelmed trying to flip through 1 or two big books/PDF’s. I also dont want people to be overwhelmed by how many books they need to dig through.

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Some folks like it others hate it. I like it, especially if one references another so they can be side by side or if some books are entirely unused at times, IE; Settlement/Travel books.
I also love how Fantasy Flight does their master rules reference books.

Oh wow. This looks to be a free replacement for both Photoshop and supply the book creation tools I seek. (InDesign I think.)
I will look deeper into it, thank you.

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You’re welcome. Im glad they made these free to be honest lol. DrivethruRPG uses Affinity for creating its physical copies of books and before it was like $250 Canadian…. before tax. I wouldnt have been able to purchase that at that price in todays economic climate lol.

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I will have to look that up and see how they do it.

Yeah, I mean the settlement part is only for inbetween quests so, thats not brought up all the time. It also has all of the items and weapons/armor in it. Before that was just part of the players rules, but I have since incorporated crafting into my game so that has really ballooned that part and now can take up a whole smaller PDF/book by itself.

The DM/GM guide really only tells some back story to the world, but primarily tells you how to run a game and make up your own quests and campaign, so really, other than quick reference on how to control enemies, you really dont need that during game play either, just for setting up the adventures.

and theres over a 100 quests so that gets its own book. 250ish monsters… gets its own book.

I have made game aids, like monster HP tracking sheets, monster stat sheets so you can fill that one sheet out with all the monster info you need for that quest. Campaign log and quests sheets, Guild tracking sheet, and settlement/travelling sheet.

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Hi, yeah I do it all! :grinning_face_with_smiling_eyes:

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I’ve been working on this thing for as long as I’ve been designing board games. The above image is a graphical representation of it using a little force directed graph program called kumu.io that I use to take my maths and show me its form.

The above image is a procedurally generated dungeon map, using nothing but a deck of 52 cards shuffled and arranged in 4 piles:

The values on the cards whose faces are showing on the piles determine whether there is one or more doors in the N/E/S/W directions, and by shifting the cards between the piles in a very specific way, you can move your position through the dungeon.

Each dot is a “room” and the lines are the doors/passages connecting them. The values on the “dots” represent the combination of 4 cards that uniquely determine the “room” and the “rules” that I have for determining a door are very simple based on the values on adjacent cards.

I can’t tell you have happy I am to have finally figured this out. From here tables of encounters can be created based on the card values, or the cards themselves can have content. I would say that the design space for this mechanic is pretty large and I would be happy to elaborate if anyone is interested.

If you wish to explore the map on Kumu:

Though I will be revising and fooling around with it.

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This sounds pretty powerful. Lots of information generated from the inbuilt properties of simple things :+1: I love “seeing” maths, that first image is quite beautiful.

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Yeah, it is pretty powerful, and requires hardly any table space. I could see the “deck” being accompanied by a game book where a combination of cards (10,4,7,2) maps to a particular encounter.

That you travel “room by room” without having to place tiles, and the rooms are arranged spatially, it’s remarkable how it creates the experience exploring a space that you can map accurately on graph paper (if you want to). As I was trying it the first time late last night, and found my way back to an area I had been previously (and mapped the trek) the phrase “deal and delve” came to mind (roll and write pun).

The biggest drawback I can see right now is that, since you only ever experience one “room” at a time, while you can save information in that room, you can’t really have NPCs traveling between rooms without flipping back to that space. So it has to use random encounters instead of meaningful patrols.

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Deal and Delve is a good handle.

Have you considered utilising doubles or triples of a suit to trigger something? So two clubs or triple diamonds in your quad-constellation could mean something? Generate a new room, AND, for example, reencounter a previous aggressor? Just a way to extract even more from what one is dealing out anyway…

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