Goober Garden(?) feedback and update, week 2

C. C. / Feedback

https://preview.redd.it/dnwzms130vkf1.png?width=1998&format=png&auto=webp&s=a6ebdfe2229ded2cd6e2384fd24316dde765a670

Hey guys! Back with a week 2 kinda update thing. If you missed my week 1 feedback thread, it's here: https://www.reddit.com/r/tabletopgamedesign/comments/1ms6ytd/getting_started_on_my_first_game_have_a_few/

Anyway. Wanted to thank the people who helped me last week. I managed to get a proper playtest design created that I'm happy with thanks to your help!

I thought it might be good to do little weekly updates for feedback from you guys, just to keep myself moving towards a final product, while also giving me a chance to receive unbiased opinions on the game.

So the game is pretty simple. You get a Goober (like Arthur) and send him out on little adventures, like to a Grail Shaped Beacon. Then you compare his stats to the adventure's stats. If he's smart enough, you claim the prize (3 points in this case), and the next player begins their turn. You can challenge anybody's encounters, team up with people to beat them together (which divides the prize by negotiation), or even tame more Goobers for your adventuring party. There is also trinkets, which can be acquired by being told to "claim" one, allowing you to take the top card of your trinket deck and attach it to a Goober.

No hands, no life totals, just build points until there are no encounters that can be beat anymore. I'm hoping it's simple enough for people to pick up with relative ease, but engaging enough for you to want to come back for more.

I had my first playtests this week and results are good so far, but they are all people I know personally, so I don't know if they were completely upfront yet. I have another playtest tomorrow and I'm gonna try to take it to a board game night next week

Anyway. I'd love to hear thoughts, feedback, and questions! Thank you in advance!

Zed.

Posted Aug 24, 2025, 12:43 AM UTC

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