Tabletop Simulator

Tabletop Simulator

Forbidden Skies v0.5b
24 Comments
thecheesiestburger  [author] 20 Jul, 2020 @ 11:26am 
@ramjamslam I haven't updated this thing in a while, but I did update it after that screenshot was taken. The first shot in the slideshow has the hex grid map, which does not use the Guns of Icarus map.
ramjamslam 20 Jul, 2020 @ 7:07am 
Gameboard map is from Guns of Icarus Online map Battle on the Dunes.
thecheesiestburger  [author] 19 Apr, 2017 @ 9:59pm 
Thanks Mr. Tea! Obviously, I've been distracted by other stuff in recent months, but I'd like to come back to this at some point.
BOOKCHIN 14 Apr, 2017 @ 9:43am 
Hey there, author! I must say, I am in love with this game. Even though the rules can be a bit complex at first, it is not hard to understand it at all.

What I would like, however, is more of everything: Airships, guns and the speciality cards (Captain, Armory and Engineer).

Apart from that suggestion, your game, once more, is very good.
thecheesiestburger  [author] 9 Oct, 2016 @ 9:37pm 
v0.5b is live. Hopefully I'll have time to change card font tomorrow. Really just a readability thing for the time being, though; all the artwork needs to be replaced at some point, anyway, and if I find an artist to do that for me, they'll probably want to pick prettier fonts at that point, too.
thecheesiestburger  [author] 9 Oct, 2016 @ 8:45pm 
Aha. I knew there must be something that got lost in translation between the rulebook and the gameplay. I know that rulebook's dense; I've gotta figure out a way to simplify and clarify everything. A fresh tutorial video would be a great start, I'm sure. Not sure when I'll have time to do that.

A new update should be coming tonight or tomorrow with a few minor tweaks in response to your feedback. Won't have a chance to change card font for a little while longer, though, as that's a bit tediously time consuming.
Plat 9 Oct, 2016 @ 4:34pm 
To be honest, we discarded the gun card after firing. That's probably the issue why combat was so slow for us. I probably only have myself to blame, but I think it would be useful to clarify those points in the rules. I literally said "guns are one-shot" to my party after reading the rules and noone questioned it. I'll definitely keep this in mind the next time we're playing. Thanks
thecheesiestburger  [author] 9 Oct, 2016 @ 4:29pm 
I have a thought, now, Plat: were you aware that you can fire a gun twice on the same turn if the person firing doesn't move? I could see how the game would go MUCH slower if you miss that aspect of the design.
thecheesiestburger  [author] 9 Oct, 2016 @ 3:58pm 
- Altitude trackers were just updated in the last update. I wondered if the default collision hit box in TTS might be an issue, though. I'm not really sure how to change it, so the only fix at the moment is probably exactly what you did.
- The whole game's designed with the idea of a hard copy physical version being the end goal, so I hadn't been that concerned with fonts rendering too blurry to be read in TTS. You're right, though, some of the wordier cards can put a strain on the eyes.

I'll make some notes to try implementing a few changes for the next update. Thanks again!
thecheesiestburger  [author] 9 Oct, 2016 @ 3:58pm 
- The pacing is something I need a larger sample size to figure out. Balance and pacing are a tricky matter. I've had games that take two hours and games that take less than half an hour. I've never had one where neither team was taking hull damage, though; that surprises me. Usually somebody's frantically trying to fix the damage and stay afloat while the other team's hammering away with either cannons or turrets.
In a previous build, each ship started with two guns of their choice equipped. I wanted to add in some random chance and increase the importance of the cards, though, so I took that out. Maybe a happy medium would be starting with two random guns equipped. Pull out the gun cards, shuffle them, each team draws two and equips them before shuffling the rest back into the deck and players draw hands.
thecheesiestburger  [author] 9 Oct, 2016 @ 3:57pm 
Hey, thanks for the feedback, Plat! First I've gotten from a game I wasn't there for, so it's much appreciated. Steam's not letting me post all my thoughts on your thoughts in one comment, so here comes a comment storm:
- The fire extinguisher card in the engineering deck is the only way to extinguish fire. But you're right, the rulebook doesn't mention it. I'll make a note.
- The die colors have never been an issue in my playtests, but we always just use the number that pops up on hover. They really don't matter other than aesthetically, though; I originally picked those colors for the dice because they aligned nicely with the gun tokens from a previous build that have sense been done away with. So maybe I'll revisit them. Doesn't seem like a big deal, though.
Plat 9 Oct, 2016 @ 11:56am 
Played this with my group a few days ago.
This has a lot of potential, however, we ran into quite a few issues.
- The rulebook doesn't address anything regarding extinguishing fire.
- The yellow die is hard to read, we had to change it into a black die.
- The game is too slow-paced and combat feels boring because of that, we've played one session and after a hour of play only one point of hull damage was dealt, which was promptly repaired with an engineering card. There's simply not enough damage dealt quickly enough.
- The altitude trackers were bumping each other, adjacency was very hard to deal with. We had to scale down the altitude trackers.
- The font used on cards is unwieldy to read when there's a lot of text.
Hopefully, these issues will be addressed in an upcoming update and I'll be able to convince my group to play again. I'm open to playtest the game as well when possible.
thecheesiestburger  [author] 3 Oct, 2016 @ 10:45am 
thecheesiestburger  [author] 3 Oct, 2016 @ 10:44am 
Latest playtest seems to solidify all the changes made in v0.5. Gave me a couple more cosmetic improvements to make, which have now been added in v0.5a. Still need to re-do the tutorial video at some point, but I think the design on this game is pretty much set. Next steps are trying to sort out what needs to be altered, if anything, when playing a 4v4 or a 2v2, and finding an artist to replace all the copyright infringement I've got going on. 1v1 will basically be 3v3, but with one person playing for three people (which has been the case in most testing, anyway).
thecheesiestburger  [author] 19 Sep, 2016 @ 9:59pm 
I do believe guns are balanced now, though fire extinguishers proved to need a bit of a buff, and explosive ammunition proved to be way overpowered. Those changes have been made, as well, so hopefully things will be a bit more balanced, but finding that is an ongoing battle requiring a much larger sample size.

The next playtest I host will likely be a private affair at my bachelor party next weekend, but with any luck, I'll have some time on my hands next week to really delve into this further.
thecheesiestburger  [author] 19 Sep, 2016 @ 9:59pm 
Yesterday's playtest gave me some wonderful feedback, prompting a major update to the game today. Several minor mechanical tweaks and visual improvements that'll make the game play much more smoothly (see changelog at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/759907142) .

We unfortunately only had a group of 5, which became a group of 4 for the bulk of the game, but I at least got to see how the game plays with a full team of 3 on one side, which was even more entertaining than it has been as a 1 on 1.
thecheesiestburger  [author] 16 Sep, 2016 @ 12:22pm 
Awesome! Thanks!
SirAston 16 Sep, 2016 @ 11:49am 
The mailing list of Berserk Games, featuring news about updates, new DLCs, Original Mods and Utility Mods every month or so.
thecheesiestburger  [author] 16 Sep, 2016 @ 11:41am 
@Pantoffelninja - Thanks! What mailing list?
SirAston 16 Sep, 2016 @ 11:23am 
Congratulations for being the Featured Original Mod of this month's mailing list!
thecheesiestburger  [author] 15 Sep, 2016 @ 7:27pm 
Thanks, [GDS]! Working on a "how-to-play" video right now. With any luck, I'll finally finish it tonight. It's pretty barebones, but it should get the job done.
jimmydorry 14 Sep, 2016 @ 9:13pm 
Looks like a really nice concept and functional design. Gratz :ass:
thecheesiestburger  [author] 8 Sep, 2016 @ 12:57pm 
@Bojan - I designed this game myself. Using TTS as a testing ground and may some day pursue manufacturing a physical form, but right now, TTS is the only place to play it.

I haven't started hosting public sessions; just playtesting it with friends (or by myself) when an opportunity arises. I'll try organizing something with anybody else who wants to learn it once I've got a little more time on my hands and can schedule it in advance. Also on my to-do list is to put together a "how to play" video, again, when I've got some more time on my hands :P

But I'm also curious to see how well the rulebook describes the gameplay. So if you feel so inclined as to give the game a shot on your own, let me know if anything in that rulebook is unclear. Still trying to perfect this thing as best I can!
Bojan 8 Sep, 2016 @ 12:44am 
Have you made this or did you just transfer someones concept into the mod for TTS? Are you a game's designer?

Do you teach, when do you host?

Lots of questions...