Hi fellow game designers,
I designed a monstrous board game based on dungeon keeper 2. At least 600 page long. Tested in my basement, it works quite well at 3 players but is slow and quite complex. And it is fine because it does all i dreamt it to do.
I need a smarter brain than mine to evaluate and rebalance victory paths. Another point of view. Creative writing is my forte but everything else could be improved. A board game designer would reshuffle the thingy in shape, keeping all good things, just reorganized in order for it to flow better.
Since it is my baby, I will not give up anything i feel is impoverishing the game. I am quite attached to it. I realise the game needs to grow without me but it will be on my terms. Also I have no clue how the game would behave at 16 players. The kind of help i am humbly asking for, on this forum, is not a quick and dirty short feedback. I am looking for a motivated person sharing the same love than me about dungeon crawls and dungeon keeper concepts. Currently, my son (11y.o.) is my helper but he cannot spend too much time on it and is still immature. I need a partner, a smart person willing to throw her/his might, soul and heart, skills and imagination into this project. My long term goal is to have all the mechanics, balance, fun factor, etc. sorted out so that I could make it into my own home hosted website or sell the package to a video game company.
The game is heroic-fantasy but surfs over science-fiction, metaphysics, alchemy, esoterism, astrology, geology, religion, periodic element table, tunnel life, astrophysics, civilisations, optics, mathematics, mechanics, 3-D geometry, Hollow Earth, tech tree, vampirism, dragons, auction, rare earth, radioactivity, traps, A.I....
You recruit underground minion creatures, send them mining, exploring, fighting. They need stuff from time to time. There are quests. There are good guys on the surface. Hundred of Gear cards. Very thematic creatures with original talents, highly creative content.
It is an all-out romp on dungeon crawl "a la Descent" board game type. I think it is a "baroque" style of development needing tweaks. It is emcompassing so many things that I think only genius could play it. I think it should be marketed like that. It seems to end around the turn 80. I am slowly making tutorials. Overwhelmed...
HELP!
Roger
600 p is only the rules, gear cards. There is no story or scenario. It is somewhat free form. But there are 25 good and 25 evil quests, like:
Evil Quest card: Joke . 05
Rob the fur bear skin carpet from the trapper. Replace it with a drawing in chalk of a laughing bear. It is worn as a coat on a burglar. Once dropped on the ground of a flagged Dungeon Tunnel, it can be fixed to act as a Lair of any furry creature (i.e. no Slime, Golem, Mummy…).
Barn
Evil Quest card: Barn Burger . 06
Capture from 1 to 5 cow(s). They must be pulled with rope by a walking burglar. Accompany them to your Larder to get 50 chosen food a piece anytime, in one food drop (it will probably overlap the limit of 1 layer, so bring an Imp to keep the left-over).
Temple
Evil Quest card: Unholy Water . 08
Send Evil Creatures to spit in the Holy water tank of the village temple. It cancels the healing and bless token effect of the temple, except for the Adventurers you control. It can only be cleant like a Desecretion mark (Holy Water, Holy Glyph…).
Jail
Evil Quest card: Jail Break . 09
Release the 3 prisoners (3 Rogues) with an amorphous or gaseous creature of yours. They join you but start Lairless.
Summoning Lab
Evil Quest card: Scrolls . 10
Send non-amorphous non-gaseous creatures to rob up to 3 scrolls, each occupying a Belt slot. Each scroll requires 1 turn to pack. Bring them back to your Magic Circle. Each grants the 3 Spell track markers to move up by 1 more Level of magic research on the Spell track. For each scroll, move the 3 pins at the first space of the next level.
Evil Quest card: Portal . 13
Send 3 dungeon researchers, like Warlocks, one on each blue circle. They cast a collective spell and lose 1 LP each: open a permanent two-way teleportation gate to your magic circles. Only your controlled creatures can go through. Every t10, pay 3 Mana to maintain open the portal.
House Alice
Evil Quest card: apple pie . 14
Send an Evil creature or a Rogue to poison the freshly cooked apple pie of Aunty Alice. Once done, in the next Intruder Adventurer invasion raid, choose a newcomer Intruder who dies of poison. The poisoner gets the XP.