A match made in heaven: Week 1

Time for another game idea, huh. I was thinking of doing a social game but figured that I should mix it up a bit, considering that Medium Mix-Up, my last game, was a social game. I’ve decided to start working on an idea that I’ve been sitting on for a bit.

I want to make a 1v1 match three game. While the concept isn’t exactly groundbreaking, it’s always something I’ve wanted to see. There are so many match three games out there, yet none of them have versus elements. At the very least, it’ll be fun to put a new spin on a game design classic.

As for issues, there are a number of them. Foremost among them is how to make it an actual strategy beyond matching pieces and making sure you don’t set up your opponent. Always make sure to think beyond the primary gameplay loop. I’ll probably add characters which are stronger with certain matches and a shield system, both of which will add an element of selective matching.

I’m not quite sure how I’ll implement the board refill, but that’s a week two consideration.

I’m planning for the flavor to be magic again because fantasy is just generally awesome.

I’ll leave it at that for now as I consider all my options. Get ready for some exciting reports by week two!

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Medium Mix-Up

Here we are again, another third week of a project! I wanted to work on a social game and most definitely got my money’s worth. I’d like to introduce Medium Mix-Up, the social code-breaking game that pits you against your friends in a game of wits!

This game developed surprisingly easily. From inception to completion, I had only the most minor issues in the design and flavor, which is all you can really ask for! That just goes to show how awesome it is to come into the creation process with a really clear overview of what exactly you want to do. After the planning of the second week, it was basically a complete project, only requiring the elbow grease and time to create a final product!

Balance is certainly weird in social games, but I really hope that I hit the sweet spot. Theory-crafting can only get you so far, but I think that it’s gotten me far enough.

Overall, as social games go, I think it stacks up in the design department. The gameplay feels really natural, and I think that it has the capacity to have both high pressure and low pressure games depending on who’s playing. I wasn’t able to work on the art as much as I wanted, but I’m certainly going to practicing my art skills in the future, so be on the lookout for that! I’m happy to present you with Medium Mix-Up!

Click the links located below to download the pdf files for Medium Mix-Up, one of which is a readme.

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Medium Mix-Up: Week 2

I think I may have overstepped on the explanation in the week one post, because I’m finding out that there’s not much to comment on in regards to the rules. However, that’s not going to stop me from commenting on the rules, and I’d like to talk about the flavor as well.

On the rules end of things, most of the stuff I said last week is accurate to what I’m actually going to write, but I think it makes sense to restate my plans in a more orderly form, with the flavor properly ironed out as a bonus.

The plan is that there will be at least four players, with a recommended cap of seven. Each player will be assigned a role, with one player receiving the role of the medium and the rest being spirits, which are broken up into two groups: the good and the evil. For every two evil spirits, there will be one good spirit.

The medium is working on a protection ritual, which requires that five symbols from an array of seven be placed into a specific order which only the spirits know. The good spirits are trying to assist the medium in matching the order, and the evil spirits are trying to make sure the order is as messed up as possible. Only the spirits know which of them are good and evil; the medium must find out during the ritual.

The spirits are able to talk with the medium to achieve their respective goals, and the medium must discover which spirits they can trust so they can safely complete the ritual.

The medium has three attempts to activate the ritual. After the first two attempts, they are allowed to ask about the nature of one of the symbols before them. The spirits must collectively and truthfully answer whether the symbol belongs in the ritual and if the symbol is in the proper place within the ritual.

The game is concluded when the medium either successfully matches the ritual to the necessary symbols or runs out of attempts before they can do so. If the medium successfully completes the ritual, then the medium and good spirits win, successfully sanctifying the area. If the medium runs out of attempts, the evil spirits win and are able to escape into the world, likely wreaking havoc upon the general populace.

That’s about it, really. I’ve described everything that I wanted to describe in the week two summary. Though not much has changed mechanically, I’m happy that the name and flavor managed to come together and that the rules and game balance seem workable.

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Lies and deceit: Week 1

Another week, another game idea! This time, I want to work on a social game. There were a few ideas I was considering, but the standout besides the one I settled on was essentially just mafia, minus the roles and plus luck based elements, so I decided to step away from it. I might revisit it as a short game at some point, but I feel like it’s not worth the whole three week period.

So what’s the actual idea for this week? The base concept is that one player has to present a group of symbols in a certain order and match it to another set that is only known by a group of other players. The issue is that only one of these players is actively trying to assist them. The rest of them are trying to derail their task, making them get the order wrong.

Speaking in terms of gameplay loops, the primary loop is not to sort the symbols, rather, it’s to find out which member of the group is actually telling you the truth. The larger goal and secondary loop is assembling the symbols correctly.

As for the flavor, I’d like to imagine it being magically based. Perhaps the main player is a medium trying to conduct a resurrection ritual on a specific spirit, but if they mess up, the evil spirits will be able to attack the medium. The ritual explains the specificity of the task related as well.

In theory, the game sounds feasible, but there are definitely details to be ironed out. Balance will be a large part of the issue, ranging from how to make the job of the helper more enjoyable and feasible to including extra symbols that need not be placed in the final group, but that will come with time and a lot more theory on my part.

Overall, this game is another concept with which I’m pleased. I imagine the gameplay being exciting, at least for the pack of liars and the medium. The fact that a flavor came so readily is also a big bonus.

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Drop Zone

Welcome to week three, which means a new game! I’d like to introduce Drop Zone, the abstract dexterity-based game that asks you to destroy the game pieces!

Design-wise, this one was reasonably difficult. I originally planned for the destruction of the game pieces to have a larger importance to they way you play the game and to be a much more cathartic experience, with more of a zealous tearing method, rather than the more strategic style which I ended up using. I simply couldn’t figure a way to make it a game mechanic without being completely unwieldy. Additionally, tearing paper is not as cathartic as I initially believed it would be, at least when tearing a single sheet, but I’m not going to ask someone to purchase an entire sheaf of paper each time they want to play Drop Zone, as funny as that would be.

I ended up doing away with a few needless things that I mentioned last week, such as the point system. Such a thing would incentivize strategic placement of your tokens but would distract from the interplay between marking squares and preventing your opponents from claiming squares, which I believe already encourages smart token placement.

Overall, it’s a simple game, but the concept is a solid one. I wish I had a little bit more depth to the idea, but that’s the issue with focusing fitting a game to a gimmick. For all you gain in ease of conceptualizing, you lose an equal amount in the depth of the concept. That aside, I’m happy with the result and am pleased to present Drop Zone!

Click the links located below to download the pdf files for Drop Zone, one of which is a readme.

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A destructible game: Week 2

I was preparing a post about how I had no ideas (and actually got several paragraphs into the thoughts on that), but I’ve come up with a solid enough concept. It’s different from the previously mentioned card game concept, but it’s way better than any idea I came up for the card game base.

The planned game is a two player type of game. The board is a grid of 4×4 or 5×5 one-inch spaces which will be arbitrarily assigned values, possibly by the players, dice, or maybe I’ll figure out some elegant and specific design.

Each player gets three or so one-inch tokens that are to be dropped on the board from a inch or two up. When the token lands, the spaces covered by it, even if only partially covered, are counted as claimed, and the points on them go to the current player. The opposing player cannot get points from these spaces, even if they land on them.

The catch is that, as the main idea of the game, is that you can rip your tokens in order to diversify your claims and prevent your opponent from trying to place around that area. The idea is that this brings a higher chance of missing spaces that you desperately wanted. I’ve yet to decide on a limit for the number of rips you can do, but we’ll see as I complete play testing and solidify the rules.

I think that’s all I have update-wise, though it was, for all intensive purposes, a lot. I’m excited by the prospect of the game actually and am glad that the concept hit me before I made the less exciting update post!

I still don’t have a name yet though. Oops.

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A destructible game: Week 1

So, within the new system, I’m releasing an update a week. I’ll try my best to keep it on Sundays, but since it worked out like this, it’ll just have to be a Thursday!

So, the concept I want to explore with this game is the print and play aspect of all of my games. The main advantage that the medium provides is that it’s easily accessible and is extremely cheap, but what if I took advantage of those aspects. If everything is cheap and easy to replace, why not use that to make a game?

As such, I’d like to create a destructible game this time around. It will likely involve cards and dexterity via tearing them, but, on the exact implementation of those elements, I’m not entirely sure as of yet.

As games based off specific gimmicks go, it’ll definitely take a decent amount of brainstorming to solidify a design that implements the gimmick in a way that makes the gimmick worthwhile while also being enjoyable.

It’s important to remember that, if something extraneous is being added, that the experience of it better be worth the trouble of doing it in the first place. Sometimes, the subtlety is not worth the complexity. I’m hoping that I can come up with a solid concept that can deliver that level of fun. We’ll see by this Sunday!

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