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PANDEMONIUM our new survival horror boardgame

Started by The game forger, November 11, 2014, 01:01:33 PM

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The game forger

Both designs have the same functionality, don't worry. What we wanted to know is which design was more (visually) appealing (more space for the image vs more visibility of the icons).
Icon placement affects the size and position of the illustrations and we need to find the best option (with your help, that's why we asked).

About the "missing" icon, that's 'cos the Agility is a fixed number in the enemies, so you can just remember it from the manual or view it in the cards (which we prefer). But we can write that number next to the creature name, for example, so it's not a problem.

So, which design do you like best?

Catelf

#16
Good to know, because this actually affects the choise heavily, as far as i'm concerned.

I would also prefer to have all the icons in the same row, even if it obscures part of the illustration.

In the horizontal option, the illustration is edge to edge sideways instead of in a frame, and the design of the icons makes them look like they take a lot of space anyway.
That is why I find it just as well to use the Icon as a kind of border, thus the version with somewhat larger icons and all icons seem better.
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

The game forger

Thanks Catelf, I also like that option more and it seems almost everybody is also choosing that one. So, it seems we have a winner :)
Thanks again for your comments.

jibbajibba

Quote from: The game forger;802121We've designed some map miniatures for the game. Our idea is that you could use these miniatures in other games and so we'd include them as addons in the campaign.
What do you think? Would you be interested in them?


Great Minis guys. The trap is bound to break :)
All really nicely made and I think there is probably a market for modern day "dungeon trappings" outside of the baordgame as well.

I also liked the character minis and the legless look is a good for. I think black as a base hides a lot of the detail and they are beauiful so seems like a bit of a waster. produced in white with a black wash woudl be the best bet although this is obviously an entra production step.

I am guessing you guys come from a minis/art background?

The game play itself.
How does play move round the table?
How do the treacherous and cooperative styles differ?
How is your action economy played out and are turns split into phases round the table or inside a turn (what I mean is does player 1 do move, act, draw monster etc then player 2 does the same or do you do move - player 1, player 2 , player 3 ; act player 1, player 2 etc .....)?
What are the goals? collect defeated monsters, last as long as you can versus a timer?
Are solo goals the same?
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The game forger

Thanks for your kind words jibbajibba. You're the first one to ask about gameplay, so I'll try to explain it the best I can.
In the game every player has a number of actions that he can use to move or whatever he wants. The player with most agility moves first and so on. Once all players have ended their actions, starts the creatures (enemies) turn.
After that we advance the Day/Night cycle counter.
This counter represents 24 hours, that's exactly the time we have to win the game (1 day to escape or defeat the evil).

There are different goals, 'cos there're some campaigns you can play with several missions, but the main goals are to escape the place alive or to invoke and defeat the evil ruling the place in a final battle.
To summarize, all is about "go find this object, take it here and do that" or "protect that character and escort him/her here; he/she cannot die". For example, to escape the house with a vehicle you must find the battery, repair the vehicle, jump on it, start the engine and escape without the enemies destroying it before that turn ends (of course, starting the vehicle adds noise to the map, which attracts the enemies).
You can create your own missions or adventures quite easily and the different map combinations are a plus if you do so.

It's not essential to collaborate in the game, but due to time constraints, difficulty of the enemies and special abilities of every character (each one is better at something), the goal is easier to achieve if the group collaborates and uses a good strategy.

However, the "treachery" enters when one player dies and he is forced to sign a "pact with the devil" to continue playing. This pact is secret and you must fulfill it if you want to win the game. All these pacts of course are designed to create difficulties to the players and the game itself (sometimes to a single player, sometimes to the whole group).

Of course, even without "pacts with the devil" you can choose to upset another player using your cards to difficult its turn or, for example, escape with the vehicle and abandon other players who will then lose the game (they'll be possessed by evil).

The enemies are, in general, very hard to kill, so you must find good weapons and so invert some actions searching in the rooms of the house. There're a lot of weapons and objects in the game, some with magical properties. That makes every game very different.
Also we have the Event cards, and you must read one every time a player ends his turn in a different room and he's alone (no players or creatures). Events can be good or bad.

The dark scares you and when entering a combat the creatures can also scare you. You can use traps and barricades to stop the enemies, etc.

We'll show the complete manuals before the game is ready and the campaign announced. Everything will be explained there in detail. But we are still working on the manuals to be clear, visually appealing and well structured.
I'll be more than happy to answer any doubt you have about the game and see what do you think of the main mechanics (we're not inventing anything here, but the gameplay is working quite good in the testings and the game is fun).
Thanks again.

The game forger

Hello, I wanted to show you a closer look to the enemies plastic "pawns".
We're using them for the prototype and we got them from the game crafter shop.

They look pretty good with each color identifying a different creature kind. However they use a sticker that you have to place on each plastic piece, so I don't think this would be a good idea for the final game, where we plan to use classic stand+token as most games do.

What do you think? Is that a good idea? Or would you prefer some plastic pieces similar to the ones from thegamecrafter shown here?



Stardard tokens are used in many games, like Arkham Horror:


The game forger

We're getting a lot of useful feedback from forums like this one, so i hope we can offer the best possible game. We keep improving everyday, thanks to you :)

I wanted to show you a preview of one of the covers for the game. It's a close up of some characters in action. Soon I will be able to show you how it looks as the game box.
It's an illustration by Borja Pindado, I hope you like it.


The game forger

We've made some improvements on the box art. Here are some close-ups.
Do you like it?



I'll show you the complete box preview soon.

Catelf

The improvements are good, and I dare say they were probably necessary.
It looks a bit like you've patched it up though, but that may be because I could compare it to the earlier version.
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

The game forger

We've been busy these last weeks.
Now the game forger youtube channel is active and we'll be uploading gameplay videos in the upcoming weeks.
You can follow us here: http://t.co/EmmAfh2QGU

We've also worked on the game box and have managed to create a homemade version of it. You can see the final look of the cover in our facebook and twitter sites.



The game now has a semi-cooperative play mode where a player controls the Dark Lord (the evil in the place). It's a lot of fun and ads replay value to the game.
Here you have the character "control pannel" :)



This weekend we're going to a new convention, I'll show you some photos of the players having fun. I hope everyone enjoys the game.
More news soon. Thanks for following us.
Marc
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The game forger

Hi everyone, we've been busy working and testing the game.
I wanted to show you some news, for example a new mechanic. Now you can enter any Portal and travel to new dimensions, where you can discover amazing treasures or danger beyond imagination. Once there you take a Portal card: each card has a D6 roll that you must pass or suffer the consequences.
Now we have 15 different cards. A glimpse of the prototype cards here:



We are also featured in the 2015 Prelaunched Kickstarter Board Game Projects by date, here:
https://boardgamegeek.com/geeklist/191701/2015-prelaunched-kickstarter-board-game-projects-d

We've edited 6 gameplay videos featuring: Movement, Actions, Battle, Creatures, Game modes and Kickstarter. We'll be updating our youtube channel with them during summer.
First two videos are recorded in stop motion, as we wanted to have some fun and try different things. The rest of the videos are recorded "live".
Here's the first one, only two minutes showing the movement mechanics:

https://www.youtube.com/watch?v=IvXM4XWarNY

More news soon. Remember to follow us on twitter, facebook, youtube and BGG and share with your friends, if you like the project.
We'll show you the kickstarter campaign soon, so you can give feedback before we launch this september.

Thanks again,
Marc
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The game forger

I wanted to show you some of the minis of the game. Here you have two exclusive characters and two enemies. Yes, now we have miniatures of the enemy creatures. I hope you like them!
Soon more previews of the game miniatures. Thanks.










Spinachcat

Wow. Gorgeous stuff. I hope gameplay is awesome. I'm not sold on Zombicide so I'm open to an action/horror game that's really innovative, fast and very challenging.

The game forger

We've moved the kickstarter launch date to October.
We'll start the crowdfunding on October 22.

We keep working hard to offer a good campaign. Thanks for following,
Marc
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The game forger

We are glad to announce that Pandemonium has finally launched on kickstarter. I'd like to thank everybody that helped us in this forum during the game design. We'll continue updating the game in the Pandemonium BGG site.

If you liked the game, help us fund it here:

https://www.kickstarter.com/projects/809492703/pandemonium-fantasy-survival-horror-and-miniatures

Thank everybody and see you in Pandemonium!

Marc
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