#7 - Card Layout Decisions


After working on the art, I scanned some pictures and came up with a few decisions to solidify my approach to the prototype. Sample Card:


Keeping it simple!

Borders: I went with a larger point border for the placard, and a thinner one for the image. The outside border  is just poorly-snipped. 

Font: I feel like I mentioned it in another post, but I chose Cochin, because it feels both elegant and legible. To start I will be using uniform font/size/formatting across cards.

Image: Lots of space for adding things. In this example, the puzzle lies in the card's quote and years, and the name and image are flexible.

The Little Number: It's placement number in the grid. And cards with a reverse may have a unique formatting to identify them as backs. In a print and play version, they will have a 'B for Back or R for Reverse' in front of the number so they can be paired correctly. ex. B-99

Game Size and Duration: I started with a soft goal of 25 puzzles,  with 25 cards that are guessed for progress and 10 non-guessed cards. 35 total cards would put the game in a grid of cards 5 high, 7 wide, for a total footprint just under 20''x20''.  If the game needs expansion, a comfortable footprint  just over  2'x2' can be obtained with a 6x9 grid (54 card total). 

Starting with the small amount of cards will help gauge:

The exact footprint/feeling of it on the table

If 35 cards is enough/too much visual  info to sift through for the puzzles.

The total duration of the play through when presented to a new player.

If there are any hitches with the first set of puzzles.

Dangers: If I am locking cards in to positions determined on their puzzle, I'll need to keep in mind to mark 'filler' cards - cards that aren't tied down to their position, and can be moved if another card needs to be in a certain spot. This will help me expand the game without undoing any of the logic.

Now, I'll get some more cards made up. I think the next post will expand a little on puzzle design.

Thanks for your time!

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