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Battle for the Universe - Competitive Card Game

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BattleForTheUniverse
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Hello,

I am the Creator the Battle for the Universe.

We are currently building our community so that we can get a successful Kickstarter in January.

If you have any suggestions on how to potentially build a much larger fan base before Kickstarter, please let me know.

If you have a chance come check us out, like us, join the discussions:

https://www.facebook.com/battlefortheuniverseccg/

radioactivemouse
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Hmm...

A "Battle for the Universe" that takes place in a city?

I would like to know how you thought up your game mechanic. It would be good to have the creator explain what their game is about to this community before we just blindly support a Kickstarter we have no clue about. :).

BattleForTheUniverse
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Well, The Kickstarter isn't

Well,

The Kickstarter isn't out yet.

And, as expansions come out, there will be more cities, more areas, more places...each set is a "place".

Also, one of the Teams in the game is a time travelling/dimension hopper...so really the Universe is his play thing.

That being said, the core location mechanic was derived from an idea that we wanted to achieve with movement. We wanted randomized locations and movement involved, and we wanted the city to constantly be manipulated due to the actions of the heroes/villains...

So we came up with the location mechanic, which has been one of the most well received aspects of the game.

We have constantly been evolving the game, and from the first ever true playtest, to the current build, we feel the game has become a fun and competitive game that new and experienced players can both enjoy.

If you have any other questions feel free to send them our way either here or to the FB page.

Also, I had asked if anyone had advice on getting fans pre-kickstarter, so I was advice seeking from the community lol.

Jonny

ElKobold
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I`m not sure if you're

I`m not sure if you're looking for feedback, but here you go:

You're not really giving any meaningful description of your game.
Phrases like "we feel the game has become a fun and competitive game that new and experienced players can both enjoy" give zero useful information about how your game actually plays and how it's different from hundreds of other card games on KS.

Not the best choice for the name. When searching for the game on bgg, i`m getting links to some old games with the same name instead of yours.

The cover image is odd - character proportions are off. You have much better samples on your FB page.
Card design looks amateurish. How many different fonts are you using there?
Avoid having text in different colors on the same card. If you can - have all your text in black.

As for KS campaigns, here are some general practices:

1. Contact at least 3 reviewers well before you launch, so that you have those reviews ready in time.
2. Post a rulebook pdf everywhere (KS, BGG, FB)
3. Post a print&play (this is especially easy for card games).
4. Book advertisements on BGG/Kicktraq etc. to run them as you launch

BattleForTheUniverse
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So...If you are interested

So...

If you are interested in how the game is played, there are demo videos available on the FB page.

I can't really give you more useful information than that I thought of the ideas and implemented them...

The cover image is fine, it was very complex and does its job of showing all of the team leaders. If we end up with a better Graphic Designer (because right now I can't afford one.) I will take their advice on the cover design and what they need to get done.

That being said, that follows the issue of the layouts...sure they are a bit amateur, I am not a graphic designer, I am an illustrator, and I got into illustration and comic art...graphic design is boring to me unfortunately. I have begun working on the card layouts a bit to match up the fonts, make the cards a bit more legible, and add icons to represent common words.

To your last comment. I wasn't so much asking about KS itself, and more was asking how to build the fan base pre-KS so that I ensure funding when KS happens.I have contacted reviewers to no avail...The rulebook needs to be cleaned up significantly and more professional before I send it out. Print and Play...I have offset that by having a tabletopia demo, but I suppose I could offer that as well. Booking advertisements? How much does that cost and where is that done?

ElKobold
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BattleForTheUniverse

BattleForTheUniverse wrote:

If you are interested in how the game is played, there are demo videos available on the FB page.

After reading your post here I wasn't. That's exactly my point.

BattleForTheUniverse wrote:

I can't really give you more useful information than that I thought of the ideas and implemented them...

Let me rephrase - you might want to work on your pitch if you want people to bother doing research about your game.

BattleForTheUniverse wrote:

The cover image is fine, it was very complex and does its job of showing all of the team leaders.

Up to you. Right now, judging by the cover art, I had the impression that the quality of artwork in your game is lower than it seems to be.

BattleForTheUniverse wrote:

If we end up with a better Graphic Designer (because right now I can't afford one.) I will take their advice on the cover design and what they need to get done.

That will affect your chances of funding. You want your game to look professional.

BattleForTheUniverse wrote:

To your last comment. I wasn't so much asking about KS itself, and more was asking how to build the fan base pre-KS so that I ensure funding when KS happens.

From my observations, without existing portfolio it's pretty much impossible to achieve. There's no "ensuring funding". Especially if you don't plan to invest into it.
Btw, what funding goal do you plan to set?

BattleForTheUniverse wrote:

I have contacted reviewers to no avail...

While reviews alone do not guarantee that you fund, a first-time design without a review will be a red flag for many people.
I would strongly suggest against running before you get some reviews.

BattleForTheUniverse wrote:

The rulebook needs to be cleaned up significantly and more professional before I send it out.

So, you haven't done any blind testing yet then?

BattleForTheUniverse wrote:

Print and Play...I have offset that by having a tabletopia demo, but I suppose I could offer that as well.

Tabletopia is great. But vast majority of people won't use it. Hopefully this will change with time.

BattleForTheUniverse wrote:

Booking advertisements? How much does that cost and where is that done?

Well, for that you will have to contact specific websites. Use your google-fu.

No offense, but reading through your answers I`m left with the impression that you could use some more researching on the subject before you launch.

BattleForTheUniverse
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I am sure it is not your

I am sure it is not your intention, but your replies are leaving me less than motivated.

I currently am one man, trying to do everything that big companies do with ease.

I am simply trying to get the word out there about my game, get interest, and get funding...that simple.

If your first instinct is to criticize the effort and time I have already invested into the game then I hope that others will be less scrutinous and more interested.

It is often the plight of others to dismantle and autopsy new ideas, and while many of my mechanics are inspired by games I personally love, other ideas are completely organic and unique to my game. It is often the plight of those with more experience to criticize the successes of their new found peers, and to that, I say thank you...but rather than be judgmental and negative about what I am doing, be open and helpful.

I am certain you can see that the cover image took quite a bit of work, and is quite complex, and to judge it so harshly is pretty rough from the standpoint of myself and my creative partner who put so much time into all of our artwork.

I have researched Kickstarter success, researched the dos and don'ts...I was informed that as this is a "design forum" that it would probably not bring me new followers, but if I could express some design elements that it might be more helpful.

If you were to ask specific design inquiries, I would be more than willing to do my best to answer.

Again, without funding I can't really afford a graphic designer to overhaul my logo and layouts. And yet what you say is that, without the overhaul I won't get the funding...that certainly seems to be a cyclical deterrent to a hopeful game designer's success.

Again, I have contacted a few reviewers to no avail...I have no clue how to get someone to learn my game and then give it a try...all the while ensuring that person has a great following of people to review the game.

Also as for "blind testing" not to my knowledge, though, again...there are demo videos of the game on FB and we have a Tabletopia demo up...so perhaps they have?

Anyway, as this is a game design forum I certainly hope that the replies to this will be with more hopefulness and helpfulness, as getting such negative criticism and feedback is never helpful personally...

radioactivemouse
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You shouldn't...

BattleForTheUniverse wrote:
I am sure it is not your intention, but your replies are leaving me less than motivated.

I currently am one man, trying to do everything that big companies do with ease.

I am simply trying to get the word out there about my game, get interest, and get funding...that simple.

If your first instinct is to criticize the effort and time I have already invested into the game then I hope that others will be less scrutinous and more interested.

It is often the plight of others to dismantle and autopsy new ideas, and while many of my mechanics are inspired by games I personally love, other ideas are completely organic and unique to my game. It is often the plight of those with more experience to criticize the successes of their new found peers, and to that, I say thank you...but rather than be judgmental and negative about what I am doing, be open and helpful.

I am certain you can see that the cover image took quite a bit of work, and is quite complex, and to judge it so harshly is pretty rough from the standpoint of myself and my creative partner who put so much time into all of our artwork.

I have researched Kickstarter success, researched the dos and don'ts...I was informed that as this is a "design forum" that it would probably not bring me new followers, but if I could express some design elements that it might be more helpful.

If you were to ask specific design inquiries, I would be more than willing to do my best to answer.

Again, without funding I can't really afford a graphic designer to overhaul my logo and layouts. And yet what you say is that, without the overhaul I won't get the funding...that certainly seems to be a cyclical deterrent to a hopeful game designer's success.

Again, I have contacted a few reviewers to no avail...I have no clue how to get someone to learn my game and then give it a try...all the while ensuring that person has a great following of people to review the game.

Also as for "blind testing" not to my knowledge, though, again...there are demo videos of the game on FB and we have a Tabletopia demo up...so perhaps they have?

Anyway, as this is a game design forum I certainly hope that the replies to this will be with more hopefulness and helpfulness, as getting such negative criticism and feedback is never helpful personally...

You shouldn't really be that fazed by one person that has some words to say about your game. The fact is that there will be people that may not like your game, whether they've played it or not.

The fact that you're "just one man" just begs that you need to look to a forum for help. You're almost ready to launch your Kickstarter, looking to build a larger fanbase within 2 months, which means you're pretty much set in your ways.

Which isn't particularly wrong, it does give an impression that you're looking to take rather than give.

Everyone here has desires to make their own game and we see them all the time here. Many come in, ask for support for their game, and just never come back again. Most of the people here either read the posts anonymously or they post about their games, ask for and give advice.

As you are already seeing, organizing a Kickstarter is hard work. I'm pretty sure that you're realizing a lot of things need to get done and your time is running out. The fact you don't know what blind testing is needs to be concerning.

By the way, "blind playtesting" refers to sending out your rules and game to people that have NO experience with your game. It's meant to test your written rules...if your blind audience can't figure out your game based on reading your rules, then you, as a game designer, failed in your communication. You cannot just rely on (or assume) people will watch your gameplay videos and you can't be there every single time someone picks up your game box to play your game.

Point is, it's either hard work, a lot of money, or a lot of time. If you have little or no money, you're going to have to put in some hard work...fly out to conventions like BGG Con, GenCon, and other smaller conventions...but you'll need money to get a booth or pay for a flight, or whatever. If you have money, you can have Facebook "boost" your exposure, but I'm sure that you're asking for advice on getting more exposure BECAUSE you have little or no money.

That, my friend, is the question everyone here would love to have answered.

But I'll give you some advice on how to build a much larger fanbase before January:

-If you're at BGG Con (which just ended as of this writing), you'd be at the perfect place to get your game played by the game review community. Since you said you tried to contact reviewers to no avail, this would have been the perfect opportunity to show them your game.

-You need to show up at every local game convention from now until your Kickstarter begins. I'm sure you're already trying to do that, but the best way to get exposure is word of mouth.

-You need to have your game looked at by SOMEONE in the board game community. If they mention your game, it may not guarantee big numbers, but it will get your game out there. Look to other content creators.

-Get your local game stores behind your game. This will mean a lot of time spend getting your local community behind your game. I suppose now is a great time since people are looking for something to get their loved ones for Xmas.

-If you don't have a mailing list, make one. You'll need to remind your supporters about the status of your Kickstarter.

Best of luck on your game. I have far more things I want to say, however, you're looking for specific advice and I don't have the time to write out everything except what you're asking.

X3M
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You show a lot of optimism.

You show a lot of optimism. Might I advice you to change that into realism, even though it looks like pesimism at the moment?

It is hurtfull now. But will be of help later on. And trying to fix things is better then giving excuses.

If you are able to provide with a print and play, here on BGDF. Plus you describe the game more detailed.
Then some might "blind" play test the game.

And as strange as it may sound, not everyone will go on Facebook either. And experience showed that you can't build up a proper base of players with it either.
You need to fish in a lot of lakes.

Good Luck!

ElKobold
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(No subject)

BattleForTheUniverse wrote:
I am sure it is not your intention, but your replies are leaving me less than motivated.

My intention is to help you succeed. Patting on the back won't help.

BattleForTheUniverse wrote:

I currently am one man, trying to do everything that big companies do with ease.

Then don't rush. Take your time to research and do everything properly.
Start with preparing the rules and blind testing.

BattleForTheUniverse wrote:

If your first instinct is to criticize the effort and time I have already invested into the game then I hope that others will be less scrutinous and more interested.

You also have to learn to accept criticism. I haven't even said anything negative about your game (just the presentation), yet you already go on defensive. Once you go on KS etc you will get all sorts of feedback. And you will have to respond to it, while not alienating your backers.

BattleForTheUniverse wrote:

but rather than be judgmental and negative about what I am doing, be open and helpful.

I am open :) I`m openly pointing out where you can improve to get a better result.

BattleForTheUniverse wrote:

Again, without funding I can't really afford a graphic designer to overhaul my logo and layouts. And yet what you say is that, without the overhaul I won't get the funding...that certainly seems to be a cyclical deterrent to a hopeful game designer's success.

Yes, but you can spend time to collect feedback and fix the design yourself. It won't cost you money, it will take time though.

BattleForTheUniverse wrote:

Again, I have contacted a few reviewers to no avail...I have no clue how to get someone to learn my game and then give it a try...all the while ensuring that person has a great following of people to review the game.

Then contact more. There are dozens of people who are making (p)reviews. Not all of them are paid (though many are).
All of them will ask for a rulebook first though.

BattleForTheUniverse wrote:

Also as for "blind testing" not to my knowledge, though, again...there are demo videos of the game on FB and we have a Tabletopia demo up...so perhaps they have?

I'm not even sure how to comment this. You have to blindtest your game. Period.

BattleForTheUniverse wrote:

Anyway, as this is a game design forum I certainly hope that the replies to this will be with more hopefulness and helpfulness, as getting such negative criticism and feedback is never helpful personally...

I would be extremely curious to hear if your perception will change after your campaign ;)

questccg
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You're rushing things...

Take the time to SLOW DOWN. From all these messages, I get the sense of urgency ... and WHY? I have no clue.

Because YOU set the DATE for your Kickstarter. You are in FULL CONTROL. And since it seems like you are not ready for this - you should postpone and trying to focus on what the other designers are saying.

You're a one-man crew, so was I. But that's before I got connected to more people... And I'm still connecting with more...

Relax and ASK QUESTIONS.

The other designers will respond. If you ask: "Okay I have a prototype, what do I do next?" Or even at the beginning: "Okay I have a game idea, what do I do next?"...

Ask a lot of questions - is the best advice I can give you. I'm sure one or several other designers will key in and respond.

Cheers... From what I gather - you still have unanswered questions...!

BattleForTheUniverse
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So, let me just start by

So, let me just start by saying, Yes I know what Blind-Testing is.

I just haven't had anyone try that yet, as I would like a cleaned up rulebook before attempting that.

With that out of the way, lets address some of the other comments.

1) Did I come here seeking advice? Sure...I also came here for exposure...and any advice to further that exposure is always welcome.

2) Have I attended Cons? Well I attended Gencon and was in the First Exposure Playtest hall, and I also showed it to companies. None of which said no, and all gave me the thumbs up to keep them updated regardless of their full schedules. I have also showcased at a few local conventions, though being in Oklahoma that is an absolute moot point...

3)Have I had the game looked at? Yes, continually, and by fans, and companies alike.

4) Local game stores? I playtest frequently at a local game store, and do my live videos from there.

5) Do I have a mailing list? No, but I would like to create one somehow...I am not sure how that even works creating one for a website.

6) You say you have more to discuss? Go ahead and ask away, I am very actively responding on the FB page, and would love to have you ask any mechanics or thematic questions over there. If you simply have more suggestions that you feel this community would be interested in reading, post here!

7) I show alot of optimism? Of course I do, I have a game that people enjoy, and that I would like to see become popular and played all over...that is certainly optimistic, but it doesn't change the hope.

8) Criticism vs. Negativity? So I personally feel that Criticism is both good and bad, to be constructive you must build, and to build is to be positive. If someone simply gets on here and posts negative things (in the hopes that it will be inspiring) it does not personally help me...I need to also see the good work that I have done...otherwise it is simply degrading to me. Especially after all the work I have already done, and the work that cannot currently change.

9) To Facebook or not to? Sure...if someone chooses not to go to Facebook that is fine, but that is where our main audience currently is, and is where my efforts are focused for updating the game.

10) Am I going too fast? I don't believe so, it seems you might be assuming I just threw together something a few weeks ago and am trying to get it funded. I have been working on the development of this for over 2 years. Financially I am at a halt for continued production of game art, but that doesn't mean that I don't need to have successful funding on KS to make this thing happen.

11) Game Idea? Prototype? Etc? Well, I had the game idea, it has gone through various prototype and mechanics stages, and I feel that I am at 99%. We are doing our playtesting of card rules to see if there is anything that needs to immediately be reworded or changed, but aside from that, the mechanics are solid, the prototypes come with updates, so for instance, I am now updating the card layouts for legibility, adding icons, and updating mechanics. Once I finish with these I will have prototypes made with those updates.

----------------------------------------------------------

With all of that addressed, again, if you have any questions specifically about our design process, our game, etc...feel free to ask here if you feel that others here will benefit...or ask on the FB page if it is something you feel the fans will benefit from...

Either way, I am pretty set for the when and the what...I just need to get the how.

questccg
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Okay maybe I should ask the questions?

1> Do you have a written rulebook containing the rules of play for your game?

2> Have you ever had this rulebook reviewed for format and clarity of rules?

3> If NO, you should consider using "The Game Crafter's" Sanity Test. Upload a PDF and pay the fee ($30 USD - I believe) and they'll tear it apart.

4> If YES, still consider using Sanity Test from TGC. A wonderful service.

5> Have you had the game blindly playtested?

6> If NO, you need to. Otherwise nobody will know if people can understand your rules. Sanity Test should also help with this too...

7> If YES, I hope it's not once or twice...

That should be a good start. It really does seems like you are unprepared?! But this could just be false impressions...

BattleForTheUniverse
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1) Yes...but it isn't cleaned

1) Yes...but it isn't cleaned up.

2) Nope.

3) I will once I clean it up.

4) -----

5) Not to my knowledge, if people have I haven't heard about it.

6) I agree, but need to figure out a way for that to happen.

7) -------

Unprepared in what way? For Kickstarter?

radioactivemouse
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Well...

BattleForTheUniverse wrote:

With all of that addressed, again, if you have any questions specifically about our design process, our game, etc...feel free to ask here if you feel that others here will benefit...or ask on the FB page if it is something you feel the fans will benefit from...

Either way, I am pretty set for the when and the what...I just need to get the how.

As a "new" member in this group, it's hard to know what you've done based on such little information we see on this forum, so naturally we go down the list of questions about the designer/game.

I think what you're looking for is some magic bullet to get the word out...there really is no such thing. To me, it's a lot of hard work and a little bit of "right place, right time". Some people get their game in the right hands, some games get squashed...intentionally or unintentionally. Seems you're doing everything in your power to get your game exposed and it seems like you've given an answer to every suggestion I've put out. It looks like you have all your bases covered.

So I don't think I got anything more to give, tbh.

Me? I released a game through a publisher...went through the channels to get it published (didn't go through KS). I went to like...16 conventions last year to test, expose, and tweak my game. I got my game into the hands of the Dice Tower and got favorable reviews. I reached the top 10 hotness list at BGG Con last year...as high as #3, settled at #7. However, my game didn't sell as well as I thought it would...so obviously I don't have the magic bullet answer you're looking for and I don't think you'll be interested in my game as much as you want me to be interested in yours.

But like I said good luck. I may not have done well this time, but there will be others. Your time is coming up, so you may do it...you look like you got everything together.

Cheers.

BattleForTheUniverse
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What is your game?

What is your game?

radioactivemouse
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Conquest at Kismet.

BattleForTheUniverse wrote:
What is your game?

Here's a link to Zee Garcia's review:

https://www.youtube.com/watch?v=5Mc2GeUXdco

Am I done with this title? Absolutely not. There...might be something being planned now. Still, this isn't a thread about my game so it should really stop here and believe me, there are some great games from people here on this site.

Good luck with your KS :)

jonathanflike
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Cover art

The cover picture looks a tad odd, but it almost looks like the characters are narrow, as though they just need to be free transformed to be a little wider. I went and checked out the artist's Deviantart and he has plenty of good work on there. I don't see the problem with the work honestly. Technically, it looks fine to me, I think the theme is what might be a little off. When you put them all together it doesn't feel coherent. That may not be important, but that's what sticks out to me. You have the American, the Canadian, and the Irish guy, and then you have this Greaser with a gun that looks like he's in the wrong game. Maybe it's theme that needs a little tweaking? The logo screams superhero comic style, but then the character art makes it seem as though there is some conflict. I would toy with the logo since it is easier than reworking your characters. I wouldn't feel discouraged, you have something great here in the making, but I agree with the others when they say to slow down and take your time. I've seen too many people rush to Kickstarter and have it fail when there was plenty of sound advice going around on these forums to hold off and do some more work. I know how overwhelming it feels to be a solo person doing what typically takes a team to do. I've just hit the year mark myself for my own game, and though it feels like I've done a lot, you see how much you have to do and then to get some tough love is not encouraging. When I showed one of my cards on this forum I got some of that tough love myself, but I took the advice to heart, reworked some things with the advice given, and my game is 100 times better because people on this forum were nice enough to lend me their time to critique. Good luck and look forward to seeing more from you. :)

BattleForTheUniverse
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When you say "The artist"

When you say "The artist" that artist is myself and my creative partner...so I appreciate you checking my work out haha.

jonathanflike
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Haha

Well then that's great, makes it easier to tweak without extra costs. Like I said, I didn't see anything technically wrong with anything. You do have more solid pieces on your Deviantart though. That Canadian man picture on your profile I like much more than the one in the cover picture, but keep it up, things will keep getting better :)

BattleForTheUniverse
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So, 2 comments to that. The

So,

2 comments to that. The promo image is designed for the sole purpose of showcasing the leaders of each team. The single character images are ultimately easier images, and therefore better...the promo image was very intricate and detailed, so it doesn't look quite as good as the images where we put the same effort and time into a single character. That's just the way it is.

And, as you may or may not know, the comic universe for superheroes is really a catch all genre...there can be a guy in spandex next to a bad ass 1950s greaser and it isn't questionable at all.

So, that being said, thank you for the compliment on the other art...did you have a chance to check out the Greaser's solo image?

jonathanflike
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I understand what you are

I understand what you are saying, it takes a lot of work to put all the characters together like that, but you could just as easily do the characters on separate Photoshop files and merge them in a final piece. Like I said, as an outsider looking in, it felt disjointed, which was enough for me to become disinterested in the project. If it was a Kickstarter I would scroll on by, so was just giving my two cents. Yes, I saw him on your Facebook, and that one was very well done. I'll reiterate that I didn't see anything technically wrong with your work, and I made a point to check out your Deviantart and Facebook since it seemed you were feeling people weren't giving you a fair shake. That being said, you'll drive yourself crazy if you feel like you need to address every critique. Ultimately, you'll need to take it in, determine what criticism is valid, and what to accept and what to reject, but that's a personal conversation you have to have with yourself :).

BattleForTheUniverse
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For anyone Interested

We have finally set our Kickstarter Date! It is on the FB page if you all are interested!

BattleForTheUniverse
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