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Has anyone here designed a game before, or are you currently working on one? Have you made a variant of another game?
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>>98515688
I sometimes have ideas for a game, but so far none of them have materialized.
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>>98515688
I have, a TTRPG. ts not quite done but it is currently playable. I need to quit my job and become homeless so i have time to work on it again...
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>>98515688
Ive designed a couple of RPGs and have some to fix or remake as part of the good ones. I also have one and a half wargames that are about 2 or 3 on my priority list among my tg projects. I also made a touhou card game that needs a hammer put to it to fix the core gameplay.

Unfortunately my only games that are finished are one of my RPGs (though its physical version is on continual delay), a chess variant, and a polished and expanded version of a game an anon on tg made in 2010 (picrel)
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>>98515688
I started working on a ttrpg that used a deck of cards to play combat, a la slay the spire.
I didn't get too far into the actual game design tbdesu, I got caught up on thinking how I would actually print the cards to play the thing (I suppose I could make it on a vtt first)
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>>98515688
I am about to complete my Yu-Gi-Oh boardgame.
Picrel is the first version after initial test.
Current one can be found here:
https://ln5.sync.com/dl/c5bf9ab00#shfafhwp-abqu3nvd-4mzpmg77-8kfpucxu
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>>98516097
can you give the cliffnotes of how it's different from plain old yugioh?
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>>98516150
Basically a big nostalgia bomb for yugiboomers centered around the Battle City arc.
>Sealed Speed Duel format
>Normal rules untouched.
>Adds context/stakes to Duels.
>play with 4 people
>each start with structure deck + some random cards
>move around the board (like monopoly) and duel another player when landing on same space
>steal cards from others for winning
>draw event cards (again like monopoly) to screw with others
>deckbuild from aquired cards
>win by getting six locator cards then land on specific cpace
>picrel full rules
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Playtesting my chess-like game, and turns out the board is too big, and most pieces do not get to the other side of the board. I will have to shrink it.
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>>98516150
I should add, since you asked specifically how it differs from plain ygo, it makes it possible to interact betwen Duels.
Since unlike a normal tournament you can cooperate with/stiffle opponents, or avoid facing them if you feel the matchup isn't to your favor/hunt and force a Duel with favorable matchups, or can deckbuild and remix your deck.
I could write some paragraphs on decisions and changes made, worries I've had when designing this, etc.
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I've got a real time Advance Wars board game im looking to simplify, a warhammer style war game that's basically done except for models and art, and I'm brewing a horror themed tile placing board game about escaping a zombie apocalypse.
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>>98515997
What's the chess variant about?
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https://sajemtan.miraheze.org/wiki/Honey_War
https://sajemtan.github.io/honey-war/
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>>98516202
So you play multiple duels? What's the expected playtime?
>>98515688
I made this cardgame.
https://unfinishedgames.eu/wp-content/uploads/2025/05/Muck-rules-doc.pdf
https://unfinishedgames.eu/wp-content/uploads/2025/05/basic-card-set.pdf
There were some interesting design considerations. The growing discard pile serves as a ramp for player options, like the mana pool in mtg. Originally, it was just about taking the opponent's trench, but this version had eternal stalemates. You need players to be able gain back momentum without resetting all progress. With these deck-out rules you're always progressing towards the end of the game.
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>>98519660
This is interesting. Is it something pre-existing or are you saying this is your design?
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>>98519588
Its just a fairy chess game on a 7 by 7 board that i made because someone said that if a game comes up in a ttrpg campaign it helps to actually have a game in store for them. Most pieces are fairly uninspired aside from the Tree, which switches place with pieces and cant be destroyed except by another tree or an erlking (king equivalent)
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>>98515688
I did this challenge once but unknowingly just recreated Simple D6
Other than that, I used to do shitty little solo rpgs when I was a kid to pass the time
But in practice actually creating an entire system is very difficult to do alone and it's challenging to talk friends into helping you playtest shit since you're asking them to give up their free time
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>>98515688
I added a campmate rule to sittuyin, I think campmate (winning by managing to move your king to the opponent's back row) is an amazing rule and it makes almost every chess-like game more fun and causes less draws.
Will you keep your king safe or take a gamble and try to race for a touchdown? That is the beauty of the gamble.
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>>98515712
Same, or at least have someone cover most of my rent to finish it and make a kickstarter and get lucky to make at least what a mil to make it worth it. (I think the idea is if you're lucky you make 3 bucks per book if you don't get fucked by shipping and customs.)
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>>98520924
my plan (there is zero research behind this plan) is to finish the book first, release the PDF in black and white for free, then crowdfund a printed release. from what i've seen it would probably be viable commercially at 500 copies which might get me a $2000 profit, but the economies do scale so i'd want to print and ship around 2000.
this would not cover the development costs of the book
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I posted >>98519662 in /3DPG/. This game is about monkeys racing to grab a golden banana and bring it back down. I also have two other published games and one that I'm currently pitching to publishers. My first game was a CCG called The Condemned CCG, I've posted about it over in /acg/ for a couple years now. My second is a tile placement/exploration game with a little press your luck called Claim: Mine Rush. That one's a ton of fun, my kids love that one. I was telling sell it at Origins with my publisher last June. My most recent game is a strategy war card game called Boshin Sensou. It's named after the Japanese civil war of the same name. The game is a little crunchy in a good way, where you've got engine building, unit combat, and a while lot of planning during your turns. I entered that one into the indie showcase at 2D Con this coming weekend. I hope to win an award or three that I can use as leverage for publishers to take notice.
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>>98520731
I rolled
>152
Modern Fantasy
>406
Sitcoms
>263
Brewing

Okay, so the game would be set in a world which is similar to our but full of fantastical elements. Players would be playing specialized brewers who have to work out exact formulae to make the perfect alcohols for the various peoples so they can grow their brewery. Each session would play as an episode of some sitcom, the gamemaster (brewmaster?) having a chart to roll on for typical sitcom events to focus the session on (an ex shows up; the token tiefling NPC wants the PCs to help fund their new massage parlor business; one of the PC's wives is wanting to get some but the convention is right around the corner and it's all-hands-on-deck at the brewery; uh-oh, some kids somehow got hold of the Lava Delights brew and a protest has popped up; etc etc)
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>>98520652
My online friends and I designed it.
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>>98516202
let me know when you get the holograms up and running and stuff



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