I have a working title: Expose Yourself. It plays upon the centrality of exposure in the game’s design, that all-to-familiar mantra from clients, “I’ll pay you in exposure”, while also being a double entendre to play to the tongue-in-cheek nature of the game.
- Pay 1 Cash to ‘survive’
- Draw 2 cards from the deck
- Move jobs on the field to the next ‘day’
- Choose to begin new jobs from hand before ending their go.
DESIGN OF PARTS
Fabulous site for printing various components, linking to other websites with a short summary of the site, what they offer, and why the writer thinks they are good.
Worst case scenario: I’m a graphic designer with plenty of experience dealing with printers in the local area. I could always work a prototype print through these connections.
At a glance, printing looks difficult because they are not currently standard board sizes. Could be easily solved if boards mirrored the style of yu-gi-oh boards; that is to say, they were folded paper.
Freelance; Part Time; Full Time; MISC (effect cards);
Characters; Red Bull?
I want to move away from the “Good Design >> Fast >> Cheap>>” model because I’m removing the chance to earn money from the freelancer jobs. Perhaps a small illustration of the cards instead.
Planning on moving away from the venn diagram style of illustration; although I love the design and concept behind it, it throws off the balance of the money component, making it too easy to obtain if it is utilised in the freelance jobs, keeping to the venn diagram concept.
Printing cards is the easiest part of manufacturing.
PLAYTEST OVERVIEW (things identified in the posts as working/need work; mostly the latter though)
- 1: Tiered Skills; Units on field; Board; lack of balance between game commodities.
- 2: Need for a database; Effect Cards are born (Plagiarism); Tiered Skills expanded; Smaller Payment systems; card ratios picked up/played are a WIP; expansion packs?
- 3: Effect Cards need work; Working Title; Game commodities still need revisiting.