HyveMynd
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hyvemynd.bsky.social
HyveMynd
@hyvemynd.bsky.social
Philly migrant | Corporate drone / struggling TTRPG creator | Monsterhearts fan | Netrunner player | pixel art lover | 🏳️‍⚧ rights | fuck AI 🚫
Okay. The Yahtzee version of ASTROLITH works.

But it feels very different from the first version. It feels more... tactical.

I think that's because you're rolling the dice first, then choosing an enemy to engage.
December 7, 2025 at 4:04 AM
I tried a few "playstorm" games of the new Yahtzee-based ASTROLITH this morning.

You roll the dice, then activate one of the three face up enemies. (Enemies are basically scoring conditions.)

Then you get an optional reroll.

To get a third reroll, you have to activate a second enemy.
December 6, 2025 at 6:30 AM
Okay. So the thing about Yahtzee — and with all dice, I guess — is that they're random.

There's no skill involved in the roll; it's all luck.

But there IS some skill in understanding how likely the different outcomes are, and deciding how to score your rolls.
December 5, 2025 at 9:30 AM
Hey hey! It's Friday afternoon, and that means another episode of Upturned Table Weekly!

Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniature related news for half an hour or so.

The stream starts in about 30 minutes.
December 5, 2025 at 4:13 AM
Urgh. I think I broke my game.

I went back to the version of ASTROLITH where enemy ships have an armor value, and you put dice on them until you meet that number.

It works, but there was very little tension as there was very little reason to manipulate the dice.

Bah.
December 4, 2025 at 1:09 PM
As another example, look at this new Battleship.

To defeat this ship, you need a pair of matching dice, a die that's one number higher, and a die that's one number lower than the pair.

That's a lot easier to roll than the previous 6 5 5 4 requirement.
December 4, 2025 at 9:02 AM
A quick playtest of THE with the new, non dice matching rules.

Wow, that was easy.

(I'm sure people with better math skills than I could have told me that'd be the result. But wow.)

When looking for doubles, triples, or straights I was able to use all my dice on just about every single turn.
December 4, 2025 at 4:49 AM
So, for example, if I change the Bombers from needing two dice showing 4s to two dice showing the same value, that might be better.
December 4, 2025 at 12:33 AM
I felt there were too many times in last night's ASTROLITH games where there were multiple Fighters, Bombers, and Corvettes in play.

Each of those needs some combination of a 3, 4, or 5 to destroy.

I had rolled mostly 6s, which I couldn't use anywhere.

Again, unfun.
December 3, 2025 at 11:50 PM
Back to wondering if having specific values of dice on the ASTROLITH enemy cards is too restrictive.

In last night's playtests I felt there were too many times where I was staring at a bunch of dice I couldn't use.

It was unfun to be presented with what felt like a lot of "nonchoices."
December 3, 2025 at 11:31 PM
Oh no.

Right after redesigning the ASTROLITH card to be standard poker card size, I'm thinking about going back to mini-sized cards.

Why?

Because 54 poker cards are $8.37, but 64 mini cards are only $6.76.
December 3, 2025 at 11:16 AM
Still slowly working on my solo, tower defense card game ASTROLITH.

I've redesigned the cards to be standard poker size (89x64mm), meaning you can actually put dice on them now.

The game still works (I haven't broken it), but the latest playtest felt unfun.

Probably because I'm tired of it.
December 2, 2025 at 4:43 AM
International shipping was absolutely astronomical, but I took advantage of the Black Friday sale to pick up two force groups, a terrain set, and some acrylic tokens for #BLKOUT.

I'm planning to devote all next year to the 32mm mil-spec sci-fi miniatures game, making it "THE YEAR OF BLKOUT 2026."
November 29, 2025 at 9:04 AM
Hey hey! It's Friday afternoon in Japan, and that means another stream of Upturned Table Weekly!

Come hang out with Jeremy and I as we talk #TTRPG, #boardgame, and #miniatures for half an hour.

Stream starts in about an hour.
November 28, 2025 at 3:59 AM
Okay. There's a guy I see regularly at my subway station each morning.

He's always dressed nicely in a suit, he's got an awesome handlebar mustache, and he wears what I can only describe as a "cowboy hat."

Today he had an honest to god woven poncho thing on, and it clicked:

Lee Van Cleef.
November 27, 2025 at 11:33 PM
I completely redesigned the deck for ASTROLITH yesterday. It's now a 54-card deck.

That gives me space for:

1x player ship;
5x pieces of equipment (player uses 3 each game);
3x stage intros;
42x double-sided enemies; and
3x double-sided bosses (player randomly chooses 1 each game).
November 27, 2025 at 5:45 AM
Something I _could_ do to adjust the difficulty of ships is provide multiple sets of matching dice.

For example, instead of just 4/4, these Bombers could say "4/4 or 5/3.”
November 25, 2025 at 7:08 AM
Because there's an even chance of getting any specific number on a d6, rolling a 6 is just as likely as rolling a 1.

So a ship that says "6 6 6" is no more difficult to hit than one that is "1 1 1."

Though I have to admit it does SEEM more difficult, because higher numbers look more impressive.
November 25, 2025 at 1:56 AM
So, I'm going back to dice matching on ASTROLITH.

Each enemy card shows a specific combination of dice, and you need to spend (discard) that exact combination to overcome it.

That does mean enemies with the same number of dice (2, 3, or 4) have the same difficulty.
November 25, 2025 at 1:47 AM
On the train ride home yesterday I figured out the numbers for the "hard mode" of ASTROLITH — ships have higher armor and the player rolls 9 dice.

I did a playtest last night, and it wasn't fun.

9 dice meant I rarely needed to manipulate them, and there was a bit too much math.
November 24, 2025 at 11:19 PM
More playtests of ASTROLITH this afternoon.

I'm at the point in development where I'm sick of this game and think it sucks.

That means it's time to make a print-and-play version to release on itch in order to get other people's feedback.
November 23, 2025 at 9:07 AM
Although...

I might not actually need a rule about losing if there's above a certain number of enemy ships on the table.

Because if there are more than four active enemies on the table, they'll be doing a lot of damage and your ship won't last long.
November 22, 2025 at 11:33 AM
More playtest games of ASTROLITH this afternoon, each with small tweaks to see what it did to the difficulty.

Nothing really clicked.

But I DID decide that defeated enemy cards don't need to stay on the table, which opens up another lose condition:

No more than 4 enemy cards on the table.
November 22, 2025 at 9:38 AM
Another playtest game of ASTROLITH while up at the inlaws (I do intend this game to be quick and portable).

I won again, with 5 out of 12 HP remaining.

I think I'm ready to say that while the game works, it's too easy. It needs more tweaking.
November 22, 2025 at 2:13 AM
I have never felt more comfortable, more CORRECT in my own skin than when presenting female.

I will forever be incandescently angry that the cost of me transitioning — socially, medically, or surgically — is absolutely everything.
November 21, 2025 at 10:55 AM