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Hi, I'm MOG. I'm *crazy* about game design, and I'm planning on making it one day.

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Man_Over_Game's picture
Joined: 05/06/2021

Hi. I'm Mog. Real name's Daniel.

I used to be addicted to video games for probably almost 20 years. Turns out, I used it as an emotional escape in combination of my hyperfocus to block out anything negative in my early life (and there was a lot of it to run away from). Now that I'm a fully-functioning adult, I realize that I can address bad stuff appropriately and life isn't so hard and blah, blah, blah.

Anyway, in the middle of all of that, in highschool, I discovered that I could actually *make* games instead of just playing them. Made a video game design team in our school, entered a local contest, got a secondary trophy for "Best Designed Game" (which basically meant that it was the most fun of games that didn't get ranked in the top 3). So that was cool.

Next year, we entered a new contest, we had some inner-team drama (due to two people no longer dating), and I wasn't getting the hang of the game we were making (we went for a sim-city game that used a lot of math instead of a top-down shooter, and I was basically the lead for both games), so it really stunk.

Between that and...well, life after 18, I basically gave up the idea of ever making games again.

But now that I'm 30, I've found that I still love game design.

I love the fact that Supergiant Games' Hades has a background music mechanic that adjusts the music based on how difficult the fight is, how much damage you've taken, and whether or not you killed the boss near the end of a music segment (which then adjusts the next phrase of the music to be the conclusion piece of the area). This is different than their other game, Transistor, which had two different tracks for each combat zone to swap from whether you were in active combat vs. while the game is paused during Turn(). Freaking brilliant.

And I love the fact that every single game made by Days of Wonder has each of your actions influence the actions of other players, as well as tying resources to permissions of play and have the number of resources change as you play (essentially creating a loop where the game becomes more and more difficult the longer you play while also causing early-game maneuvers to have a lot of later impact).

I finally realized that I think I have a knack for this kinda thing, because most normal people think I'm just nuts whenever I talk about it. The fact that I'm not like them is... encouraging, I think. Maybe I *am* different enough to make it. So I'm taking the next step.

I have two games in mind that I've been working on for months, and I can't wait to play them. Making them is fun, but I'm really just looking forward to playing these games as a player, knowing that I made them be as fun as I can make them.

I also make some homebrew content for DnD, and I regularly post in the Giant in the Playground 5e forum and the RPG Stack Exchange under the same name (Man_Over_Game).

Anyway, that's me. Really looking forward to work with you all, and I'm really happy to be here!

Joined: 04/08/2012

Welcome to the world of board and card game designs Daniel/Mog.

Very inspiring intro.
My name is Jesse. Nice meeting you.

Cant wait to read up on what your designing. You'll find many other game designers here who are in the game industry , others are beginners such as yourself , other game designers who have 2 to 4 or more games around the world in FLGS - Favorite local game store and on their own websites.

Glad to have ya here.

For me, I'm not a published game designer yet though I do design board and card games and physical dexterity games, etc. Nothing wild really.

Chat with you later.

Bows respectively;
Creator of Dymino Monsters

Man_Over_Game's picture
Joined: 05/06/2021
I might have to pick your

I might have to pick your brain later, then.

One of the two games I'm designing is a Robot vs. Robot boxing game, where players play cards in a row as fast as possible and try to counter each-other's plays.

The interesting part is that the game's rounds last only 1 minute apiece, tracked by a timer that comes with the game.

The other interesting part is that the sequence is read at the end of each round like a programming queue, from start to finish, so the 3rd card I played is compared against the 3rd card you played, regardless of what time we played those cards.

And we're talking robots, so you can place cards (functions) on top of other cards you already played to change your strategy.

And we're talking boxing, so you can disrupt your opponent's strategy by hitting them, which deletes the topmost card that's next in their sequence (which might ruin their planned combo).

It's on the backburner right now, as I'm kinda devoting my time to my first game, but I will definitely be bugging you about it once my schedule's clear!

Joined: 04/08/2012
It will be

It will be an honor to help you as best and much as I can with your Robot vs. Robot game.

Just by reading your description, I thought of 2 ways already for what you may be looking for or if those ideas dont help, we can think of something else.

1: the first idea that comes to me is:

Each player chooses 3 cards and lays them face down. Tap the time limit and each player can flip in tandem or in turn who goes first by flipping a coin or flipping a ready , set, fight set cards that are flipped over. Kind of gives that intense feeling of who's gonna hit first.

Players can cycle through upto 2 extra cards for card 1, 2 and 3. Like 3 x 3 grid, but players can only use upto 2 cards to attack or defend for each 1, 2, 3 start maneuvers. So basically a counter set.

After times up, players count the offensive and defensive maneuvers for each 1 minute round. 1 minute per round or fight seems quite fair and I love 1 minute games. I designed a few of them but again not published yet.

2 idea.

You can use the rock paper scissors mechanic to make each hit counts at the end of the time limit of really needed (optional suggestion: Time limits should be for longer rounds and for championship tournaments).

Talk to Kris aka quesstccg because he is also working on a rps project.

Just thought to give you something to think about.

Bows respectively,

The Professor
The Professor's picture
Joined: 10/25/2014


Greetings to you! You've come to the right place to talk to and interact with like-minded designers and board game enthusiasts. I've been very fortunate for the past 10 years to have had myriad published games as either a designer or developer. Take the opportunity to involve yourself in conversations, send a PM to folks with whom you might have something in common, and don't be afraid to ask questions. This is a place where you can fail in a safe environment. Again, welcome to you!

Professor's Lab

let-off studios
let-off studios's picture
Joined: 02/07/2011

...and welcome to BGDF, Daniel. :)

Sounds like you already have some excellent ideas cookin'. Keep exploring, testing your ideas, and enjoying the design process.

Quick D&D-related question for you. I always am curious about 5th edition players, as my exposure to it is -very- limited but with my personal history of playing and writing for previous editions of the game, I wonder if I should try developing supplements and modules. What brought you to the game? What do you like the most about it?

Man_Over_Game's picture
Joined: 05/06/2021
Hi, LOS! Thank you for your

Hi, LOS! Thank you for your kind words!

I started playing 5th edition when it first started due to the low bar for entry. The requirements to learn how to play, compared to 3.5 or Pathfinder, are massively improved.

As far as what I like about it, it probably has to do with the simplicity and opportunity for creative solutions for folks like us.

Need a mild illusion trap that's hard to avoid? DC 20 Wisdom save or the target is Charmed against the next enemy they see for 1 minute.

Need to figure out the calculations for picking an easy lock while blindfolded and cuffed? DC 10 with Disadvantage.

Trying to figure out how to adjust the enemies for a missing player? Start with 4 players and a CR fight equal to their level, +/- 1 CR for every additional/missing player and you're done (kinda, it's not a perfect science).

DMing it is a breeze, and players who aren't super nerds about DnD can enjoy the game, so you all can focus on hanging out rather than trying to squeeze that last +1 bonus into your AC in your next level or whatever.

My biggest complaint is the fact that the simplicity is a bit too hard to break out of. Take something like the Fighter for instance, 25% of all of its level features are centered around doing more of the Attack Action. At maximum level, you are essentially playing the same way you did at level 1, which doesn't account for the level of player experience someone should have by level 20. Now, that's an extreme example (something like the Ranger doesn't share that problem), and not everyone has an issue with that, but that's my biggest gripe about it.

Which is why I mostly focus on mechanics-based homebrew stuff. Subclasses, feature changes to add complexity, adding rest/exhaustion mechanics to extend the length of boss fights, stuff like that.

Joined: 09/06/2017

Welcome to bgdf. Good luck with your games.

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