So I don’t have any new game updates this week, but I am looking forward to doing tome prototype testing of Holy Press this weekend or next week for the Cardboard Edison game design contest! Instead, I’ll be doing a gamedump of a game I made for a 24-hour contest: Casanova’s Spark.
The map of the mansion
The themes for this game were Backing Out, Static, and Scandal. I wanted to try a game with a bit of fun physical dexterity to it as I’d just been reading and learning about Catacombs, so I made the main mechanic of the game one where you’re trying to zap other players and get a reaction out of them with a mild static shock. I’d want to refine this one a bit more for a future rendition, possibly tweaking the theme and definitely tweaking mechanics to make sure it played properly.
Please let me know what you think of the game in the comments/reblogs below. Cheers!
Another game to try out, this one more focused on theme than mechanics. This is still probably one of my favorite 24-hour game titles and general game idea, if not specifically my favorite mechanics.
The themes for this game were Gentlemen, Jungles, and Carnage. The idea behind this mechanically was a die-allocation pool, and taking the underlying narrative of the short story The Most Dangerous Game, but with an injection of Victorian ridiculous formality. The name/formality was also heavily inspired by Sir, You Are Being Hunted as well. It is fairly random in terms of success, but generally trends towards a sort of trick-taking.
Some stats like Politeness have disproportionate weight and use, and Hounds is most likely a bit overpowered as it allows you to dump points into it and force players to deal with a very powerful proxy hunter (albeit leaving your own hunter far weaker as a result of the point neglect)
This may be one of the games I eventually revisit and refine into a more complete game, with clearer rules and mechanics as well as some art touchups. Let me know what you think!
So this is an RPG I’ve been working on for a while, aimed basically at a pick-up-and-go setup with essentially no beforehand character creation and an interesting “who goes first?” setup for resolving conflicts and battles.
So a while back I was very interested in A) Learning to use TinkerCAD, especially since to me personally it’s far more intuitive than ZBrush or Autodesk for 3D modelling, and B) Making some sort of game that relies on 3D printed components, and would probably be less interesting or not work as well if it wasn’t 3D printed.
Out of that came Orion’s Gate, a starship battle game similar to Battle Fleet Gothic and Firestorm Armada, but also with tastes of Solar Starfire‘s damage system and ship design. I tried to design it so it would be fun and fast to play, have an interesting level of detail in both ship design and movement/combat tactics, and could sale well should players want to use the rules in a larger game.
Time for one of the first of many Gamedumps to come, where you can get a small, complete print & play board game or RPG. Most of these have been from 24-hour game design contests or other specific design contests, and so often have a theme or other parameter it’s built around. Another note is I have a love of nontraditional game mechanics using stuff besides just dice, cards, and tokens, so some of these might get a little weird!