Synergist

Week three of the this game project, and I’m very glad it’s done. I enjoyed working on it, but it was an incredible amount of work. I’d like to introduce Synergist, the 1v1 competitive match-three game!

This game was more ambitious than I planned it to be. Designing it was supposed to be as simple as actually playing a match-three game, but I got a bit overzealous. I originally wanted to include only a singular ability for each class, but ended up providing each one with three abilities, one passive and two active.

The part where I struggled the most was balanced, and I’m not sure that it’s even at the right point. One thing other match-three games never have to worry about is balance, because they’re all single player. At the end of the day, the game doesn’t have to be balanced to be fun to play. However, it was a big issue for Synergist. How many tokens do I have in the deck? How many unique abilities can I create? How balanced are each of the classes against each other? I couldn’t answer all the questions that I had to a satisfactory point and just conceded to finish the game as it was. I think I was at the point where even playing it more wouldn’t have helped me come to a proper conclusion.

I’m really pleased by how it turned out regardless of balance though. It’s one of the higher effort games I’ve worked on in quite a while, from the balance to the graphics department, and I rose to my expectations on all accounts. It explores what I consider to be unfulfilled niche in the match-three world and I’m extremely proud of it as both a project and a product.

I’m proud to present Synergist!

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

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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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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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Second Person

This game’s concept was a wonderful return to form for the games I like posting on this website. That’s not to say that I’m not proud of the last two or three games I released, but they certainly weren’t exactly what I wanted to be releasing.

Second Person originally started as my desire to make a game that functioned from the second person. Essentially, you would be watching your main way of interacting with the game. I couldn’t find a properly fun way to implement it into a board game, so I decided to look into creating a dexterity game instead, and I think I came up with a winner.

Second is derived from the game “Ninja” some people may have played as a kid. The goal of the game was to strike the opponent’s hands in a single motion while also protecting your own hands, and, from reading Second Person‘s rules, I’m sure that the inspiration is somewhat apparent.

Overall, I’m proud to present Second Person, a team based dexterity game where you play in the Second Person!

Located below is the pdf file containing the rules for Second Person!

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Duelist’s Wager

Sorry that this game is a week late, but life happens sometimes. Expect to see the normal game this upcoming Sunday though. I’m also rewriting the Luckbinder, because it was dreadfully weak, so that should be out soon as well.

I’ve had this game idea for a while; ever since I wrote Powerdome, I’ve had an obsession with ability-based bluff games, and this was one of the concepts I wanted to try. Drafting characters with special abilities in order to create interplay between both choosing them and empowering them later on was the basic idea. I think it went pretty well all things considered. The character tokens and Boost system are quite elegant in my eyes.

The hardest part of this game was coming up with character abilities that had three qualities: ability to influence how you play your Boosts, ability for your opponent to predict how you’ll play your boosts, and different functionality from the other characters.

Duelist’s Wager is a bluffing game that focuses on your ability to outplay your opponent. With elements of prediction and strategy in both choosing which characters you bring to the fight and how well you’ll equip them to win with your limited resources, you’ll be sure to enjoy how much you can really get into your opponent’s head. It’s designed for two players to fight each other in a duel of pure wits, and with each game only taking around ten minutes, you’ll be able to fit in that “just one more” game in order even out the score.

Located below are the pdf files for Duelist’s Wager, one of which is a readme.

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Rules

This game was fun to write. I love the idea of having a task that’s easy to do, but difficulty is introduced via the method of doing it, similar to how Getting Over It would be easy if the controls weren’t unwieldy. Being able to control the difficulty via “betting” more rules allows this version to feel reasonably fair though.

As much as I enjoyed the idea, it was hard coming up with as many constraining rules that didn’t come into conflict with each other. Avoiding conflict wasn’t wholly necessary, but I feel it makes the game more cohesive.

Rules is a dexterity- based card game in which you bet on your ability to complete a simple task with a bunch of rules added to it. It‘s designed for 2 or more players and takes roughly thirty minutes to play.

Located below are the pdf files for Rules, one of which is a readme.

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Yes Men

You are a yes man, among the best of the best of them. You shall propel those around you forward with but a single word. “Yes.”

Yes Men is a game designed for 4 to 8 players on two teams, both trying to proceed by asking as many questions that end in a yes answer as possible.

Located below are the pdf files for Yes Men, one of which is a readme.

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Killing Trick

A board game of choice and chance based around the concept of everyone choosing their dice from one pile for movement, Killing Trick is a game all about contentious movement and long term thinking about probability.

Killing Trick is a board game in which you play as a person trapped in a building by a mysterious person with the only escape being the death of the other prisoners. It‘s designed for 2-4 players and takes roughly thirty minutes to play.

Located below are the pdf files for Killing Trick, one of which is a readme.

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Reversal of Fortune

A simple game about dice that plays with the idea of probability manipulation, Reversal of Fortune is a great game to play when you have a friend, some dice, and a few moments of free time.

Reversal of Fortune is a bluffing game in which you test how much you trust your luck and see exactly how far you’re willing to bend it. It’s designed for two or more players and takes roughly fifteen minutes to play.

Located below are the pdf files for Reversal of Fortune, one of which is a readme.

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Heir Less Apparent

A king on death’s door, a table of people vying for the seat of the heir, a goblet full of poison and ill intent. Prepare to face your political foes and become the Heir Less Apparent.

Heir Less Apparent is a role-playing game in which, during a meeting to discuss the next king, you pass around drinks and try not to finish the night by the poisoned one. It’s designed for 4 to 8 players and takes roughly thirty minutes to play.

Located below are the pdf files for Heir Less Apparent, one of which is a readme.

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