you can Sign up for my Patreon here As these games develop, we will see more.
Do you want to create an awesome digital yummy game?
I hope that if we create a digital version of a Yomi-inspired game, we will now be equipped to create much better production value than we did with the previous digital version of Yomi. We can also do higher production values than Fantasy Strike. The gameplay is much better than Yomi’s. Also, both online play and single player experience can be better than previous digital card games.
However, software development is expensive and has reached its limits. You will need at least $20,000/month to sustain this development, and in reality you will need $30,000/month. It is possible and is being done now by other designers. So please, if you want this to happen, let’s make it happen. Like I said, I will continue to release desktop content to my clients no matter what. Even better if you sign up and we can make this happen.
More about this game
The two new tabletop games I’m working on have a lot in common philosophically. They don’t play anything, but in both cases they take the heart of the inspired game and then another fork on the road. Both of these new games represent the same shift in my tabletop design towards asynchronous play. This means you can pass turns without having to go back and forth with your opponent multiple times, but still retain strategic depth. Even if it’s just play by forum, asynchronous play in digital version, pass-and-play in digital version, and only physical tabletop game… You can complete the game faster without having to interrupt the motion of the turn.
Both of these new games have cleaner rules than the previous games. Less tricky to follow rules that are simpler and more intuitive than ever before. I’ve always tried to do the best I can for that matter, but what really became the key to me was the 2nd Edition of Pandante. I usually get checked when the rules seem okay, but playtests show that some changes are absolutely necessary to survive rigorous play. Then you will need a second fix and a third band-aid. No matter how hard I try to fix these so that they aren’t necessary, I really need them and can’t do anything. In the Pandante 2nd Edition, I finally gave up trying to get rid of this band-aid (I can’t…) or took the bolder step of stating more clearly (which helps a bit). Instead, you can avoid whole areas of problematic rules in the first place by changing a few basic operations of the game. There is no need for a band-aid because the rules themselves disappear and are useless. (Btw, you can get the Pandante 2nd Edition. here. awesome!)
That’s also what I did with this new game. The most annoying area of the rules is that they aren’t “fixed” because it’s not a new version of that game. Instead, they are simply other games with different rules chosen—a game that “just works”. No need to wonder if breaking 0 gems in Puzzle Strike will make you money or not. You don’t have to wonder how Yomi plays “no cards”, what it means, or how it handles timing. All of that stuff is gone.
Both of these games are tastier than the previous ones. The Puzzle Strike-ish game achieves this by showing you gems with a focus on actually manipulating them. It all has a lot more “table presence”. Yomi-ish games take and really amplify the gentle things that previously differentiated characters. Projectile characters feel like they’re zoned compared to before. Rather than my old claim that special moves should be distributed in some particular way, they generally have special attributes they need. And if your character needs extra cards or extra decks to work, do so! Anything cool and delicious should be.
Please help me afford these games a decent production value. And it’s fun to see how the game evolves. Invite your friends to ride them so they can create awesome digital versions of Yomi games. Also our discord chat You can ask others how they feel about the whole process.
Thank you for your understanding.