10 Responses to “PaperMon! The collectible, tactical, expandable, customizable, paper toy board Game! Gotta make ’em all!”

  1. slurg says:

    for the first, the Logo:

    Im friend of the simplestyle and prefere the logo without gradient.
    Its just more suiting to the rest, and looks the best and the strongest to me.


    The thing is, if you start giving it for a download, people share, that´s the whole thing about, networking.
    So the only way is giving it for free and hope on donations… you need a huge amount of people doing this, otherwise it wont work ( realisticaly speaking)

    I would like to see limited editions, sended out as prints, or combinations of character which are not available for download, lets say, there are special characters, which you could add to your game, which makes it just better, or makes you stronger, or whatever your Game does.

    Realistical speaking, the easier the game, the more fun it is. (…that counts for me)
    If youre not started as a young age with warhammer or stuff like that, you probably never do (like me)
    So you have a really limited target group for your game for the start+ why should people play that game, if they already have warhammer!?

    just give you an example what i mean (its flash, its ugly, its simple, but hella fun!)

    something easy like that in a boardgame, what you (in the best case) can play with 2-20 people would totaly rock it.

    Well im exited to see what youre coming up with.
    You doin all by yourself?

    greets from hamburg

  2. James Ronald Lo says:

    Hi Slurg,

    Many thanks for your feedback.
    With regard to the logo, looks like no one likes the first one (white gradient). So far logo 2 with the flat colors and the last logo are going head to head.

    As for the game. Great idea. I’ve been conversing with some friends through email, chat, and in person about monetization options. There are similarities in your suggestions. I came up with this base strategy:

    Give the basic game for free, sell enhancements for a fee.

    Not bad I think. Facebook does it in their game applications, why not in paper toys too, right? Try it first, buy it if you like it.

    Going with free downloadables gives the project feet to run with, it gets mileage. And for the people who actually enjoy the game, they have the option to enhance their experience by investing in it. Not bad I think.

    Yes, your suggestion to have limited editions and prints are great ideas. It would really help to enhance the value of the project.

    As for the game mechanics. Simple is always key.

    Check back from time to time to see how this project of mine develops. I’ll release a first draft of the mechanics and probably some paper toys to play the game with. Something for people to try out. =)

    Yes, so far I plan to this myself, but I can always change my mind LOL. I love the creative process and I want to go through it every step of the way, with or without help. I would appreciate it if people can play test the game, just to help me polish the mechanics.

    Cheers for now!

  3. wow that game is ridiculously funnnnn. lol

  4. rondo10 says:

    Glad you like it.
    Check back soon to try it out.

  5. >Simple is always key.

    I don’t think you should go for “always” rules. It should depends on the current situation.

    Make the game too simple and you run the risk of making the game too mediocre

  6. rondo10 says:

    Hi Anomalous,

    True, but if you make the game too complex, you run the risk of people giving up reading and not even trying it out. If the end goal is to have a lot of people play the game, then I’d go with simple.

    Easy to learn and easy to try results in more games played. Example – bejeweled, tetris, and hidden object games use very simple mechanics, but people keep on playing them. Chess or checkers, are games with very simple moves, yet they’ve stood the test of time.

    The trick is making the game playable and re-playable. Complex or simple, the game should be fun first. Sometimes, complexity can bog you down with details.

    I guess it all boils down to your target market. Mine, in this case, is casual. I guess I can reserve the more complex mechanics when I target the serious gamers.

    Just my thoughts.

    Your comment was very much appreciated.
    Check back from time to time. I should be able to release the first PaperMon prototype soon. I’d love to hear your feedback on it.


  7. I wasn’t saying make it complex, just not too simple. People will get bored with it quickly if its too simple too.

  8. Chess isn’t simple btw, there are very complex strategies involving that game

  9. rondo10 says:

    Hi Anomalous,

    Yes, I agree, if you make the game too simple or too complex , you’ll definitely run the risk of people not playing the game. We’re actually talking about the same thing.

    My point – design the game to be simple to understand and play, but challenging enough to get people playing over and over. I definitely dont want the game to be too simple that it becomes mediocre, or too complex that noone will even bother to read beyond the first paragraph of the instructions.

    Thanks again for your comments.

  10. rondo10 says:

    Hi Anomalous,

    Just to clarify, I did not say chess is simple. I said that the moves were simple (L shaped moves, straight vertical and horizontal moves, diagonals – simple). Regardless of that fact, as you said, the game involves a lot of complex strategies.

    It’s something that I would like to emulate in the games that I want to develop. Simple to learn to begin with, but fun and challenging as well.

    Thanks again for your comments.

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