Monday, March 28, 2011

Game #2

Inspiration: dunno. Sim Tower, those steampunk TD style games?

Idea: Two players building towers next to each other out of cards. Cards are rooms, some of which make resources that let you build other cards, and most of which are weapons or shields. Weapons fire out at the enemy tower and deal damage to rooms. The goal is to destroy either the enemy tower completely, or deal enough damage to the player's main base behind it.

Twists:
Power plants give you power income, and also make activating any adjacent rooms cheaper (so if it costs 2 power to shoot the railgun, and you have a power plant next to it, it will only cost 1 power), usually. There'll be a bunch of kinds of power plants, some of which explode on death, some of which don't give that buff, etc.
Different weapon rooms have very different effects, so an EMP gun would knock an enemy room out of comision, or maybe overload a power plant, a railgun would shoot through rooms, and a Helium Cannon would only be able to shoot enemy rooms above itself.
If you build directly upwards really fast, you will have a better chance of hitting your opponent's main base, but if an entire level of your tower is destroyed your entire tower will take some damage, so it's a risky move.


This would be a pseudo ccg. The game would come with 2 starter decks, possible expansions if it receives any interest.

Tuesday, March 22, 2011

Game #1

Inspiration: those multiplayer snake games.

Idea: Multiplayer snake as a card game. Cards would have lines (curved or straight) on them, and you would play them on a fixed surface (a table or something) so that the lines connected. Your goal would be to cut off your opponents, stopping them from playing cards.

Twists:
Splitter cards let you have multiple paths going at once. However, you can only play 3 cards a turn, and must play at least 1 at every open path (if you have >3 paths, just chose 3), so there would be strategic elements of choosing when to do splits.
You could draw new cards either from a pool of 5 visible cards, gaining more control over what you can do next turn but also letting your opponents know what you have, or from the top of the deck, adding more strategy to the game.
The playing space could be different every game, with cups, bowls, or random objects restricting the field of play by adding obstacles.

Coming soon (in a week or so)

Monday, March 21, 2011

The Master Plan

Ok! I am going to do what few men have dared to dream. I shall stride between destiny and madness, like the night owl of fate.

In short, I'm going to make a different card or board game each week for the next eight weeks, and publish them on http://www.thegamecrafter.com/home

Pretty cool, right?

Here I'll describe my process and ideas, and just generally give a sense of what the game will be like if you want to get a sense of them before playing.