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.
Possible Illustration Styles:
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.