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Onirae

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About Onirae

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  1. Ok, finally updated the doc and changed gameplay flow quite a bit, after reading all your thoughts. Would love new feedback :)
  2. @Telcontar: I'll research about that game, but I don't think the idea fits in this card game. The concept is that a customer presents a work order, and the various players scramble to complete it as fast as they can, while screwing eachother.   @Navyman: Yeah, saw that review, which shares many of my thoughts: mobile design, repetition, "clicker" feel, etc. Learning from its mistakes   @Valrus:    1. Currency adds too much complexity. Would like to avoid it. The fact that you present a higher quality item means you misused those resources, so when the time comes and you need to craft a legendary item, you won't have rare ore, as you wasted it on a previous work order.   2. a) Would need more details about that apprentice. The idea is that all players are apprentices in the same smithy. b) Was thinking of doing this to improve their own tools, thus being able to have new actions and rarer resources. c) I also feel that this is too complex for the current state. For the future and in digital form, sure. But as a current prototype LCG, it feels over the top.   3. This makes the game the other way around, kinda like Potato Weapon Shop or Recettear. You first craft a lot of stuff, then you present it to the customers, hoping they'd like it. Occasionally, you make things on the spot. This game, on the other hand, has to be quick, with no finished product inventory. Customer walks in, you fight to make that (or those) product(s), whom ever does the best job, wins. Repeat for the best of 3. KISS principle for now, until all the bases are covered and the core gameplay is engaging.   Thanks to you all for your thoughts!
  3. Well, honestly I like being a dick in games. Sabotage, ruse, deceit. Would love to introduce these elements to this game, like some actions are only for screwing with the other players. The original idea was to make an asymmetric game, but that creates far too many layers, and it's too soon for that level of complexity in the design. Ideas?
  4.   Interesting concepts (especially the 3 requests), I'll try to implement them in the design. It allows for better competitive gameplay.   Also, adding a new round phase: gathering. This allows you to get more and better resources, based off your tool quality (high QL pickaxe gives rare ore).    As for the CCG part: no. This is a closed game, nothing to collect. One box, several stacks, put the cards on the playing area, done. Imagine Munchkin, Exploding Kittens or NetRunner. Expansions add new events and resources, but a player with more cash and time should not have a better deck.   The current issue I'm encountering is balance: how to allow a player that is losing, to have a chance against someone with better resources and equipment? Maybe with "screw you" cards? An action could be to mess up with the opponent (hire people to oxidise and ruin the opponent's ore).   As for "stoking" vs "stroking" yeah, my bad. English is my 3rd language after all :D
  5. Heya! Trying to create a quick, escalating and competitive crafting card game. Each round should not take more than a couple minutes, so you can play a "best of 3" in a coffee break. The project should be finished this week. It's a little something to break the routine.   The idea is that a customer walks in a blacksmith shop, and asks for a random item (example: metal hammer) and a quality (normal, legendary, etc). The player is supposed to make that something, or as similar as possible. Limited amount of turns to create and improve the item.    Heavily work in progress, but after working for the past few years on serious, "commercially viable" products, I just wanted a silly, quick game. Here are some WIP notes and concepts:   https://docs.google.com/document/d/1teKp8-8VeigobIqK6T5PlYyqHCPdpZapKBDyziZX6dI/edit?usp=sharing   Please, any comment or notes here or in the doc. Many thanks!
  6. Many thanks for all your replies, they were extremely helpful. They all serve in improving the concept. As soon as I have a handful of different prototypes nailed down, I'll post them here. Hopefully you can provide your thoughts.   Oove, based off your three explanations, I think it would be a mix between 1 and 3. Early game more 1, lategame more like 3. More thought required, of course.   Thanks again!
  7. Hi Dar, thanks for your post. Let me answer:   what kind of gameplay you are searching for? - realistic simulation? basically a interactive video Too extreme - hard-core hand-eye coordination? cook what required in a certain time Cooking is a lot about gut feeling, and rarely about quick movements   - causal gaming? do recipes without any real challenge but the pleasure to see something created Can have both. But I feel that I should make hard recipes, hard. There is no way someone can do a beef wellington right after the tutorial   - perfection? (swipe in a certain direction at a certain speed) Quite important, but don't want to be anal about it - economic? (buy upgrades and make income from selling food) Absolutely! Start in a student kitchen, buy new and better tools, end up in Ramsey's, Puck's or Oliver's home kitchen
  8. Let me start by saying that I've been a professional chef and an avid hardcore gamer (from RPGs, RTS, to e-sports), aside from a professional Game Des/Dev for the last few years.  Every single cooking game is too arcadey, even if kinda fun (common examples: Cooking Mana, Overcooked, Cook Serve Delicious...). Would like to create a game where the recipes are followed a bit closer, with proper chemistry in place, and different stats for food (saltiness, sweetness, bitterness, sourness, and umami) and many other aspects, like proper usage of utensils. I tend to go far too realistic, and testers find it either not engaging or just "too realistic" ("why play a game, if I can do the same in real life?" is a common response).  This is why I'm here: would like to get your insights as what you would expect from a more realistic, less arcadey cooking game, where you can not only have fun, but learn real recipes? Don't be afraid of diagrams, bullet points or walls of text; any way you find useful to express yourself. Thanks!  
  9. Onirae

    Where to study?

    Honestly I have to disagree I have tried many times, I really need some guidance Back when I was 20 it was easy for me to pick up a book and sponge my way through it, but now it's not that easy I prefer to have someone to guide me through all steps, from design to art to audio to programming
  10. Onirae

    Where to study?

    Good morning guys! I have a question, and google didn't help me much Would like to study in a full-time design course (theorycraft, audio, design, 3d, programming...) somewhere in europe To be more exact, in Ireland, UK, Spain or Italy Can someone provide some places to study, with some aid to look for a job after the course is done? Money shouldn't be an issue, altho not willing to do a several-years college I read a lot about Pulse, in Dublin, and seems Nice What do you guys think? Thanks
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