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Xander Hinners

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A member registered Apr 17, 2016 · View creator page โ†’

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This sounds awesome!! I love the idea of blending real-life responsibilities with game-incentivized strategy — especially doing so in a way where acting according to the game actually encourages thoughtful consideration of the tasks you feed in.

I hope to see more of this!

Wow, this sounds great!! I love when cards can be used in multiple ways, and this takes it to the max! [80's guitar riff, explosion]

I also really like the experimentation in how to cost and provide content. That was a big inspiration for me going into this: How can we get and give the CCG experience without having to pay rent to our random foil dealers every week? Making all non-rares PWYW is super intriguing... Just make sure you're aware of any content rights that TGC might impose. But I'm excited to see where you take this!

Lol, sometimes convoluted is what makes it fun! Also, who said these games (or game-like creations) need to be playable? ๐Ÿ˜‰ But if you would rather not submit multiple projects or don't feel comfortable sharing the original, you're of course more than welcome to submitting whatever you'd like. 

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All things accessibility! If you have any ideas you want to share regarding how to make card games more accessible — size considerations, text requirements, graphic design, coloration, iconography, language, etc. — share it here! I really want to prioritize making games open to as many people to enjoy as possible.

I'll start by sharing these great layout tips I was given permission to borrow from Dylan Kirk over on the Facebook group Art & Graphic Design for Tabletop Games. I found them incredibly insightful on what to keep in mind with how designs translate to physical objects that are then handled and moved, and how to account for that.

(For those who might not know, the "bleed" borders refer to where images purposely extend past where they will be trimmed to allow ink to extend all the way to the edge of the card, without needing to perfectly align the cutter with the card image down to the millimeter.)

Do you have any ideas on how to help make sure we keep our games usable and fun across a wide scope of players, or things you've seen that you thought were great implementations of how others have made this happen?

That is amazing!!! To this day I still love browsing wikis and BoardGameGeek images for card games I've never played and in all likelihood never will, just to love the cards themselves and the idea of extracting a character or phenomenon into some sort of mechanized bundle of rules and numbers.
I'm definitely interested in exploring what you've done with what Catalyst provides/implies! ๐Ÿ‘€ You could also submit to #NotAGameJam2020, where Natalie first submitted Catalyst. You might find interest in another Catalyst "expansion," "The Forgotten Village" by Colton Flick.

Oh wow, what a cool concept!! Yes, a game that can use *any* CCG cards... One big reason I wanted to do this was because the consumable nature of many CCGs leave me sadly staring at my now outdated cards... Please breathe life back into these beauties and show them they're still loved! โค

I love that idea! I'm a huge fan of everything random generator, so when Keyforge came out my brain sort of exploded lol. Even if the cards produced don't work at all as a whole, it's still fun just to imagine the awesome synergies that… maybe exist, somewhere… ๐Ÿ˜œ

Hey everyone! This is a space where people can discuss what sort of project they're planning to make. You can also see if others would be interested in collaborating, either by teaming up on the same project or by making projects that complement/combine with others' projects (such as making a new format of play for someone else's game, or detailing the exact rules of the CCG within someone else's CCG-based-anime RPG).

Thank you for this! I'm delighted that you made this little hack, it's so good!! Love that you found ways to further evoke the mysteries of this world... I'm really glad you got so inspired to envision these yet-unexplored aspects of the game and what they might mean and look like. Heck, I just might have to use this next time I play!

I find it hard to find time for playing games, but I finally did for this one. From start to finish, it wrung me out and stung like the best of films. I finally look at the clock again, once it's over: 45 minutes had passed.

You know when you delicately place a morsel of rich food in your mouth, and it takes you a full minute before you open your mouth or eyes again, and you feel like you got more from that one bite than from most meals?

This game does that.

Pay for it. Give it your time. I promise it will give more back, if you let yourself savor it. I look forward to savoring this game again.