Skip to Content
 

Aspiring game designer from Hawaii new to forums

8 replies [Last post]
toastysaurus
toastysaurus's picture
Offline
Joined: 12/30/2013
demo_5.jpg
dice_1.jpg
rooms_1.jpg
rule_book_3_0.png
tokens_1.jpg
thimble_1.jpg

Hey everyone! I'm Christian and I am currently working on a board game called Paws and Padlocks.

Now I know it says I joined over a year ago, but I was honestly scared to death by forums and only now am I trying to seriously use them.

A bunch of people told me about this site and how helpful it is so I am going to try my best to stick around.

I have been looking at the Getting started tab but honestly, I am still very confused.

I have been working on the game for about two years now and it is in its final steps of development. I am currently looking for more blind play testers to help refine the rules and graphic design, and ultimately get the game out there so that I can start a Kickstarter to sell the game.

We have a nice prototype and rule book (printed by The Game Crafter) and have been demoing the game at our local board game store for a few weeks now.

I'm wondering where I should go on these forums to further help my game. What can bgdf do for me at this point?

Thank you very much for taking the time to read this :)

questccg
questccg's picture
Offline
Joined: 04/16/2011
Do you need any advice???

Usually people post on these forums because they have specific parts of their game they want to improve on. Others want PNP playtesters. More creative threads are things like naming or mechanic ideas. Another outlet of this forum are blogs or game journals, where people talk about their games... To spread the word. These are just some examples of what these fora can offer...

Maybe a good starting point is to tell us more about your game!!! Talking about a game can bring out all kinds of possible topics!

Cheers.

Soulfinger
Soulfinger's picture
Offline
Joined: 01/06/2015
Do you mean Christian by name

Do you mean Christian by name or faith?

At a glance, your game reminds me of Super Dungeon Explore, maybe with some DungeonQuest thrown in. Actually, I mistook two components for tiny NES cartridges when looking at the thumbnail. I was saddened to see that they were cardboard chits in the larger image. I like that the door with the round symbol over it looks like an old 5 1/4 floppy disk.

Considering the aesthetic similarities between yours and the recent slew of comparable products, the main consideration I see is price point. Arcadia Quest and SDE are retailing at $100 (typically discounted to $80 or less). If you can deliver a comparable experience at a $30 to $40 price point then you could do very well, but if you go over $60 then be prepared for some very stiff competition as those other retro console style games have premium components. If you can pare back the rules from 18 pages, maybe size the rulebook as a b-format paperback, and ensure that it is demonstrably easier to play than those other games then so much the better. Paws and Padlocks sounds child friendly, which would be a plus, as I had an easier time teaching my son Descent than SDE. It does, however, give the impression that this is a D&D-inspired game about lock picking anthropomorphic animals.

toastysaurus
toastysaurus's picture
Offline
Joined: 12/30/2013
questccg wrote:Usually people

questccg wrote:
Usually people post on these forums because they have specific parts of their game they want to improve on. Others want PNP playtesters. More creative threads are things like naming or mechanic ideas. Another outlet of this forum are blogs or game journals, where people talk about their games... To spread the word. These are just some examples of what these fora can offer...

Maybe a good starting point is to tell us more about your game!!! Talking about a game can bring out all kinds of possible topics!

Cheers.

Well my game is very much like Soulfinger said, DnD inspired dungeon crawl type of game. But instead it is a castle!

Here is the mini story:

[center][i]The evil Slime Queen has stashed her most valuable treasures within her fortress known as Slime Castle. This has attracted many adventurers from far and wide, including yourself, to try and nab her majesty’s treasures!

By swiping a Magic Keyring from an inept guard, you are able to get into Slime Castle and traverse the maze of rooms and monsters that protect the treasures inside.

If someone leaves with a treasure in hand, the castle will lock up whoever is left inside. Will you be quick enough to get your treasure and escape before everyone else, or will you be trapped inside Slime Castle forever?[/i][/center]

Would a blog or journal be better?

toastysaurus
toastysaurus's picture
Offline
Joined: 12/30/2013
Soulfinger wrote:Do you mean

Soulfinger wrote:
Do you mean Christian by name or faith?

At a glance, your game reminds me of Super Dungeon Explore, maybe with some DungeonQuest thrown in. Actually, I mistook two components for tiny NES cartridges when looking at the thumbnail. I was saddened to see that they were cardboard chits in the larger image. I like that the door with the round symbol over it looks like an old 5 1/4 floppy disk.

Considering the aesthetic similarities between yours and the recent slew of comparable products, the main consideration I see is price point. Arcadia Quest and SDE are retailing at $100 (typically discounted to $80 or less). If you can deliver a comparable experience at a $30 to $40 price point then you could do very well, but if you go over $60 then be prepared for some very stiff competition as those other retro console style games have premium components. If you can pare back the rules from 18 pages, maybe size the rulebook as a b-format paperback, and ensure that it is demonstrably easier to play than those other games then so much the better. Paws and Padlocks sounds child friendly, which would be a plus, as I had an easier time teaching my son Descent than SDE. It does, however, give the impression that this is a D&D-inspired game about lock picking anthropomorphic animals.

Haha If i had a nickle every time someone asked me that. Naw, its my name.

Thank you very much for your input :)! You hit the hammer on the nail with your last sentence there.

Soulfinger
Soulfinger's picture
Offline
Joined: 01/06/2015
toastysaurus wrote:Haha If i

toastysaurus wrote:
Haha If i had a nickle every time someone asked me that.

Not trying to be witty. There have been at least a couple posts since I've been on this board dealing with Christian-themed games, so it was worth checking to see if I should be thinking of your game in terms of DragonRaid and Redemption or D&D and SDE (looking up DragonRaid, I'm a little excited to see that it's still being sold in all of its 1984 glory -- not to say that it's a good game).

Slime Queen . . . I'm thinking Princess Bride reference? Between the background and the photos, this is actually sounding a whole lot like a re-skinned DungeonQuest. Come on, we need some details on the whole lockpicking theme. What are the keys for on the dice? Is it family-friendly animal characters or creepy vore stuff?

toastysaurus
toastysaurus's picture
Offline
Joined: 12/30/2013
Sorry I wasn't sure on how

Sorry I wasn't sure on how much I am suppose to be saying about the game on an "new member" thread.

Each player is given a treasure card at game start. This card represents the treasure they are after, their main objective. Treasures are located in Treasure Rooms. Special keys known as "Krystal Keys" are needed to enter a Treasure Room, and take the treasure inside. They can be obtained by exploring the castle, opening chest, and battling the Slime Queen's minions.

Movement on the board is similar to that of "Betrayal at House on the Hill" in which players move through rooms cards that are connected via doorways. These rooms come in three colors: Bronze, Silver, and Gold. Players use the keys they rolled with the Key dice (black dice) in order to unlock rooms from the decks, on the board, or activate other abilities.

By placing rooms on the board, players are able to form a path way to their treasure and also their exit.

All of the characters, story, and art are my own creation and done by me. My boyfriend and our other friend have been helping with the design/mechanics/rules.

Here is a link to the rules current edition (best viewed if the window is slightly smaller)
https://docs.google.com/document/d/1CLccpnXZ2IliZoAt5UNYhYHufih5oWZxEZ0m...

toastysaurus
toastysaurus's picture
Offline
Joined: 12/30/2013
Oh also here's the fb

Oh also here's the fb page!:

facebook.com/pawsandpadlocks

My friend is currently working on a webpage for me.

Soulfinger
Soulfinger's picture
Offline
Joined: 01/06/2015
I don't have a lot of time to

I don't have a lot of time to look over the rulebook right now, but I do have a few offhand observations:

-- It just struck me that On the Lamb Games is using the same PS Mosaic filter for the Endless Fantasy Tactics marketing as you are for your room cards. Probably, that has no significance beyond overuse of PS filters in general within the industry, but seeing as how they are a company known for anthropomorphic animal games and have featured quite a few slimes (or gels) recently, it could lead to consumer confusion.
-- I find the green color scheme to be unpleasant. The border is fine, but the rest of the page perhaps ought to be a white or off-white.
-- The composition on the cover feels off. Again, too much green, particularly the bright LED shade, which overwhelms the piece. Green appears to be the "bad guy" color, so it seems strange for two of the heroes to be the same color and shades as the floor. The elements feel disparate. I get the impression that the central guy is meant to be a triumphant hero, but he comes across more like the evil general rallying his troops with the slime queen rising behind him. That, plus the lock on his crotch has an unwanted implication. There is no coherent sense of action, as the protagonists seem more uninvolved than heroic in stance. One of them appears to be giggling. I find myself working to decipher things more than becoming invested in their struggle. A big part may be that you've flipped the traditional paradox on its head, as we regularly see the heroes from a front-on perspective, to get a good view of them as sympathetic characters, with the villains encroaching in from around the edge, which gives the perspective of them invading the space. The title font is a little too hard to read, particularly the "and" with the overkill of three different layers of stroke around the text.
-- As much as I like them, it's more practical to have single-sided health counters that are removed when expended, rather than flipping them over. Also, the concept of "Zero HP" is deeply ingrained in many players as a term for character death or unconsciousness, which makes the rulebook reference confusing.

I'd have a little more to add, but I just can't get the page to load correctly, which probably has to do with my computer. I think I'm only seeing 3/4ths of the content

Syndicate content


forum | by Dr. Radut