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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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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