Some of the feedback I’ve received about my game rules, is that it can be difficult to follow at times. When showing my drafted rule book to my Dad, he suggested a flow chart would be the best way to ensure easy understanding of how to play. Below is the visual rule set (open image… Read More Stages of Play – Visualised
So I have started to sit down and write the rules, and one of the things I hadn’t really accounted for was how impersonal the rules are. The rules are there to be a list of instructions to make play as simple as possible, and while this is great for playing, and some sass will… Read More EXPOSE YOURSELF: Backstory
even if you are only building them in a game. Recently, I play-tested AI Escape (working title) in it’s most recent form, which was unfortunately incomplete. The issues that kept coming up with the game are as follows: Since the players were unfamiliar with the materials of the game, a master list of all the… Read More It turns out, building robots is hard
Again, been doing some playtesting and finetuning of my game. I playtested the game again, and came up with these rules: 5. Play ends when the map has been filled, with the person with the most tiles on the map being the winner! So, these were the rules that the playtest bred. We played around with… Read More Nearly there (hopefully)!
Well into the term, our game projects should be well underway and looking spiffy. My game, Remnants of Dream, is complete in the sense that I have completed what can only be described as a demo. But even as a demo, I think I have achieved something pretty cool, and I can’t wait to work… Read More Answers for Inspirations and Yanfly Mods
I have a working title: Expose Yourself. It plays upon the centrality of exposure in the game’s design, that all-to-familiar mantra from clients, “I’ll pay you in exposure”, while also being a double entendre to play to the tongue-in-cheek nature of the game. HOW TO PLAY Pay 1 Cash to ‘survive’ Draw 2 cards from the… Read More EXPOSE YOURSELF
So, this week I played Smash Up again, to get some ideas of what changes I should make to my game because I felt at a bit of a loss as to how to make my game more exciting. (My previous posts are here if you need to venture back to see the evolution of… Read More Play Testing and Hair Ripping
The discussion of luck vs. strategy in class really ‘kickstarted’ how I thought about game play, and how I was to design my own game. King of Tokyo-https://boardgamegeek.com/boardgame/70323/king-tokyo I liked the score counters, which were simple cardboard pieces, with small windows cutouts so that you could see the score, with a little disc underneath that you… Read More Dystopia: A Card Game