Hi fellow game designers,
I designed a monstrous board game based on dungeon keeper 2. At least 600 page long. Tested in my basement, it works quite well at 3 players but is slow and quite complex. And it is fine because it does all i dreamt it to do.
I need a smarter brain than mine to evaluate and rebalance victory paths. Another point of view. Creative writing is my forte but everything else could be improved. A board game designer would reshuffle the thingy in shape, keeping all good things, just reorganized in order for it to flow better.
Since it is my baby, I will not give up anything i feel is impoverishing the game. I am quite attached to it. I realise the game needs to grow without me but it will be on my terms. Also I have no clue how the game would behave at 16 players. The kind of help i am humbly asking for, on this forum, is not a quick and dirty short feedback. I am looking for a motivated person sharing the same love than me about dungeon crawls and dungeon keeper concepts. Currently, my son (11y.o.) is my helper but he cannot spend too much time on it and is still immature. I need a partner, a smart person willing to throw her/his might, soul and heart, skills and imagination into this project. My long term goal is to have all the mechanics, balance, fun factor, etc. sorted out so that I could make it into my own home hosted website or sell the package to a video game company.
The game is heroic-fantasy but surfs over science-fiction, metaphysics, alchemy, esoterism, astrology, geology, religion, periodic element table, tunnel life, astrophysics, civilisations, optics, mathematics, mechanics, 3-D geometry, Hollow Earth, tech tree, vampirism, dragons, auction, rare earth, radioactivity, traps, A.I....
You recruit underground minion creatures, send them mining, exploring, fighting. They need stuff from time to time. There are quests. There are good guys on the surface. Hundred of Gear cards. Very thematic creatures with original talents, highly creative content.
It is an all-out romp on dungeon crawl "a la Descent" board game type. I think it is a "baroque" style of development needing tweaks. It is emcompassing so many things that I think only genius could play it. I think it should be marketed like that. It seems to end around the turn 80. I am slowly making tutorials. Overwhelmed...