r/tabletopgamedesign

Image 1 — Prototype Feedback: A 10-Day Print-and-Play Fitness RPG
Image 2 — Prototype Feedback: A 10-Day Print-and-Play Fitness RPG
Image 3 — Prototype Feedback: A 10-Day Print-and-Play Fitness RPG
▲ 61 r/tabletopgamedesign+1 crossposts

Prototype Feedback: A 10-Day Print-and-Play Fitness RPG

I've been looking for a simple print-and-play solo fitness game that would actually motivate me to get out and move. I couldn't find quite what I was looking for, so I decided to try designing one myself!

This is the first prototype of Step Bound, a 10-day solo fitness RPG.

The idea is simple:

  • Your real-world steps become XP.
  • Spend XP to build your hero.
  • Every workout (20+ minutes of intentional exercise) earns you a random loot item.
  • At the end of the 10-day challenge, battle the boss using the hero you've built.

Each adventure is self-contained, so when you finish one, you can start a new adventure with a different boss and fresh character. I also included a scoring system so you can try to beat your previous high score. I also currently have eight bosses planned, each with unique abilities, so every challenge feels a little different.

Although I designed it as a solo game, I also think it could work as a friendly competition. Two players could complete the same challenge separately, then battle each other's heroes instead of fighting the boss.

I'd really appreciate any feedback, especially on:

  • Is the game easy to understand?
  • Does the battle system sound fun?
  • Is there anything that feels too complicated or unnecessary?
  • Would you print and play something like this?

Thanks for taking a look!

u/Captain_Cupcake89 — 5 hours ago

New artwork for my card game. What do you think?

I recently started working on my game again.

Today I finished the first artwork that I actually plan to use in the final version.

To be honest, I'm not really happy with it.

What do you think?

u/incarn9 — 3 hours ago
▲ 16 r/tabletopgamedesign+1 crossposts

Updated Card Layout Feedback

Hey everyone! I’m struggling to find my footing with the latest version of this project and would really appreciate some feedback.

The play cost icon in the top-right and the faction icon in the bottom-right both feel a little out of place, and I’m having trouble making them feel like they belong with the rest of the design. I’m aiming for the look of a well-loved vintage card, and I’ve included the card back as a reference for the overall style and direction.

I’d love any and all suggestions. Thanks in advance!

u/PlayLilGuys — 3 hours ago
▲ 6 r/tabletopgamedesign+1 crossposts

Mes débuts dans le jeux

Je commence tout juste à travailler sur les designs d’un jeux de société indépendant!

N’hésitez pas à me donner votre avis, si vous avez des conseils c’est avec plaisir!

u/HovercraftDull9189 — 3 hours ago

Looking for honest feedback on our board game website—not the game itself

Hi everyone!
My husband and I are indie board game creators, and we’ve been working on our first game, Kotam: Conquest.
One thing we’ve noticed is that explaining the game in person at conventions has been much easier than presenting it online. When people stop by our booth, ask questions, and play a few turns, they usually understand the game quickly. But we’re not sure if our website does the same job.
We’re not looking for reviews of the game or trying to promote it. We’d really appreciate honest feedback on how well our website communicates the game.
Website:
https://signup.kotamconquest.com/reserve#gameplay

If you have a few minutes, we’d love to know:
● Did you understand what the game is about?
● Is the gameplay easy to understand?
● Was there anything confusing or missing?
● At what point, if any, did you lose interest?
● What would make you want to learn more or back the project?
● If you only spent one minute on the website, what would your impression be?

Please don’t worry about being too critical—we’re specifically looking for honest feedback so we can improve before our crowdfunding campaign.
Thank you so much for taking the time to help a small indie team. Every suggestion helps us make the website better.

reddit.com
u/kotamConquest — 5 hours ago
▲ 2 r/tabletopgamedesign+1 crossposts

Nobody Cares About Your Characters/Lore

The challenge with making your own IP is that nobody cares about your characters/story/world. People only interact with those things after buying/playing your game.

That's why attaching your game to a big IP is such a good strategy.

We're trying to bridge the gap by fostering a custom card community. But we messed up by not having a playable demo available. Why would anyone make a custom card for a game they can't play?

TL;DR.

If you're making a character-driven game you have to have a demo.

Anyways, check out our characters.

u/SammyTeas — 3 hours ago

How do you make "special" components feel special without blowing up your budget?

I'm designing a civilization-building game where players place Building Tiles into slots on a personal 'City Board' over the course of the game. Alongside regular Buildings, there are Wonder tiles, based on the Seven Wonders of the Ancient World and the Seven Wonders of the Medieval World, meant to feel rarer and more significant than a standard building once someone manages to construct one.

Right now they're physically the same format as every other tile. I'm using background and borders to make them feel special. I'm trying to figure out how to make them feel like a genuine "big moment" component, without needing a huge budget behind it.

A couple of directions I'm weighing:

  1. Cheap tricks with material, finish, shape, or printing that make a flat tile read as special
  2. Whether a 3D element (raised tiles, mini-monuments, etc.) is worth exploring, and if anyone's found affordable ways to pull that off in production.

Curious how others have approached this "make the rare thing feel rare" problem in their own designs. Would love to hear what's worked (or what looked good on paper but flopped in practice).

Thank you for reading so far. Love to learn from the community.

reddit.com
u/prabu_designs — 16 hours ago

How do you organize large card sets while designing?

I've reached the point where my prototype has grown to a few hundred cards, and I'm realizing that keeping everything organized is becoming almost as much work as designing the game itself.

Right now I'm constantly making small balance changes, updating wording, tweaking icons, and moving cards between decks. It works, but it's starting to feel messy.

I'm curious how other designers handle this stage.

Do you stick with paper and spreadsheets for as long as possible? Do you move to dedicated software? How do you keep card layouts, components, and versions organized without creating extra work for yourself?

I'd love to hear what your workflow looks like once a project starts getting bigger.

reddit.com
u/Flipao4 — 14 hours ago

Can you understand what my game is in 10 seconds? Looking for honest feedback

I’m working on the website for my board game and I’m currently struggling with one specific question:

If you land on the page knowing absolutely nothing about the game, do you quickly understand what it is and what makes it different?

I’m probably way too close to the project at this point, so I don’t trust my own judgement anymore 😅

I don’t want to explain the game here before you see it, because that would defeat the whole purpose of the test.

https://www.vestigesoftheancients.com/

I’d mainly love feedback on these three things:

  1. What do you think the game is after the first 10–15 seconds?
  2. What caught your attention first?
  3. Was there anything visually confusing or that made you lose interest?

It looks much better on desktop than on mobile at the moment.

Thanks!

reddit.com
u/Old-Somewhere-8762 — 1 day ago

Creating a game from another that inspired me

Is it bad juju to create a game based off of another game that inspired me? I saw the game “Necromolds” and it gave me a great idea for a game. It uses a similar concept where you make the game pieces from a playdough mold but that is mostly where the similarities end.

My game focuses on golems and army building. Enemy destruction is handled completely different as well as there are skill cards that change the way the game is played constantly.

Think this is acceptable before moving on? I’ve already designed the “hero” cards and working on the molds now (which will simply be 3d printed).

reddit.com
u/DRA6N — 1 day ago
▲ 11 r/tabletopgamedesign+1 crossposts

Namaqualand - a strategic wildflower pattern-builder

I’m working on finishing up my WIP rulebook. I would appreciate any and all feedback!

u/CrumbCatGames — 1 day ago
▲ 0 r/tabletopgamedesign+1 crossposts

Need honest feedback on this logo concept. What do you read first?

Hi everyone!

I'm designing the logo for a card game I've been working on for quite some time, and before finalizing the packaging, I wanted to get completely unbiased feedback.

Please don't try to guess what it's "supposed" to say.

Just answer these questions:

1.What word do you read at first glance?

2.How long did it take you to read it?

3.Was any letter confusing? If yes, which one?

4.What feeling does the logo give you? (Chaos, fun, strategy, gaming, etc.)

5.Would you change anything to improve readability while keeping the overall style?

I'm looking for honest opinions—even if the feedback is negative. Thanks!

u/raxiettheboss — 1 day ago

I got invited in an event to do playtesting, but I have a problem...

Hello po! Looking for advice.

I recently received an invitation to showcase and playtest my prototype at a local board game expo. I'm really excited because it's my first invitation to something like this. Usually it's me who approaches people and the event.

The challenge is that the event found me in a difficult spot. Travel and food costs are my current hurdles. But I was told that they'll give me a table for the sessions, and the game is very playable but still not perfectly balanced.

For those of you who've been in a similar situation, how did you handle it? Did you self-fund, find sponsors, carpool with other creators, or do some form of crowdfunding? I'd love to hear your experiences and any advice.

I really love my game, and opportunities like these rarely drop by. I would really appreciate any opinions. Thank you!

reddit.com
u/markuroarts — 1 day ago

Ideas for more efficient prototyping

TLDR: Hoping for some ideas on how to create game sets faster/more efficiently for play testing.

Not TLDR:

I've reached the point with my project that I am ready for wider-scale public play tests. I have a local game shop that is willing to help out. The hiccup: This means I need to build out multiple game sets, and it is a tedious process.

Each game piece is composed of a front, back, and 3d-printed tile, glued together with a gluestick. The fronts and backs are cut from print out sheets. There are ~100 tiles per set. I need six to eight sets. This is not a difficult process - just tedious. I turn on my Youtube watch later list and just hammer these out.

Any ideas on how to improve this process? The long term plan is to have card board punch-outs. Heck, might be worth it to just spend the money... anybody work with this site before? https://www.boardgamesmaker.com/customized/custom-punch-out-tokens.html

(It looks good, but would come out to ~$80 per set which is a lot.)

u/Cothonian — 1 day ago

Cyclemental update: Fire creatures almost done and playtest notes

Thought I'd share some progress on the illustrations and chugging along towards a full complete deck! So far I have completed the Wood and Water elements and about halfway through the Fire elements. It's very rewarding to put them all side by side on actual pieces of paper (feels like childhood again haha). On the other hand I wonder if the amount of details for each creature is enough and whether they feel cohesive.

I also had another playtest (finally!) with a bunch of friends who came over in the weekends and we had quite a lot of fun! There are some Spell cards (formerly Special Action Cards) like Hotpot (pic attached) where it redistributes cards from the largest hand to smallest hand, which prevents the "small hand death spiral" problem. Hand combo remains the most fun aspect, but Spell cards have improved as well. Lastly, the revised single Attack rule actually helps the balance so I just want to thank everyone for the constructive feedback.

Cheers and will keep going!

u/rjot28 — 1 day ago

Does this pitch make you picture the game, or am I hiding the hook behind too many systems?

I’m working on a second design and trying to see whether the core hook survives a short pitch. I’d especially value first impressions: what game do you picture from this, and where do you lose interest or get confused?

Tip-Off is a 3–5 player, 45–60 minute interactive euro-hybrid where rival supervillains compete to become the city’s most infamous mastermind by pulling off daring Heists and tipping off obnoxious superheroes like Captain Overkill or Lady Karma about their rivals.

Compete in simultaneous, poker-like Heists, playing Schemes openly for tactical effects or face-down to bluff and add raw power. Winning brings Infamy, but every Heist also raises a shared Heat track toward the next superhero Raid.

Each villain builds personal Exposure across the city. When Heat triggers a Raid, the superhero strikes the district with the highest combined Exposure. Secretly predict where the next Raid will strike, then manipulate Exposure, positioning, and Heat to make your Tip-Off come true.

The perfect crime isn’t just pulling off your own Heist. It’s making sure the superheroes crash someone else’s.

My main question: does the Heat + Exposure + secret Tip-Off loop feel like a distinctive hook, or does the pitch make the game sound more complicated than intriguing?

reddit.com
u/MixLegitimate6710 — 2 days ago

Art I've commissioned for my Star Trek inspired utopian space exploration game

Art by Felipe Portugal

u/bgaesop — 2 days ago

I don't know what I'm doing

Hello world!

Last week, I came up with an idea to express something.. and I felt like a boardgame would be the perfect medium to express the ideas.. I thought of the basic mechanics and the challenges of the game, the competitive elements and discussed the idea with some boardgame lovers who love the idea.. I'd really like to see this through and publish this boardgame.. I have come up with some game mechanics, played a few rounds by myself with a very ugly prototype of handwritten cards, and invited 5 nerdy friends at the end of the month for my first playtest so I have a deadline..

But the problem is, I'm an absolute beginner.. I have played very few boardgames.. catan, wingspan, Dominion, Shasn, canvas, DnD, Scotland Yard, a little Magic, flame craft.. I'm looking for directions.. how do I learn about game level design? How do I get the mechanics right? What kind of feedback should I be looking for during playtesting sessions? How many iterations of playtesting will I need? How do I go about all this?

I don't know what I'm doing and I need a little guidance..

I'd be very grateful if someone could walk me through the process broadly and help me figure this out..

reddit.com
u/gooeycablooey — 2 days ago