Game Design Projects

Discussion in 'Game Design' started by Redless, Feb 16, 2017.

  1. Redless

    Redless Well-Known Member

    If you're a poster on this forum and you're writing a blog or making a game post about it here and we can add you to the list. It's nice to have all of our projects in one place.

    @Redless is making a small game right now.

    @keithburgun is making Alakaram, a game about pushing monsters around, and Push the Lane, a game about pushing lanes down.

    @Lemon is making a game about islands.

    @cpudreams is making a FPS, hunternet, available on

    @GSGBen is making Tropical Manipulation, a game about capitalism on an island.

    @Hopenager is making a top down shooter, and will hopefully have a playable build ready soon.

    @liltiger is making a mage battle game.

    @-Y- is porting puzzle strike to be a tabletop game.

    @Weaver is working on a Prismatalike card game.

    @Nomorebirds is working on a game like summoner wars, without output randomness.

    @Kreylix is making Three Heroes, a pocket RPG.

    @Elliot George writes at

    @Redless writes at

    @evizaer writes at

    @keithburgun writes at

    @BrickRoadDX writes at

    @Nachtfischer writes at

    @Hopenager writes at

    @CorvusVeis writes at

    @lepreconor4 writes at

    @Disquisitor Sam writes at
    Last edited: Sep 14, 2017
  2. Nachtfischer

    Nachtfischer Well-Known Member

    Last edited: Feb 17, 2017
    keithburgun likes this.
  3. -Y-

    -Y- Well-Known Member

    I am also making paper prototypes of Puzzle Strike, Bag of Puzzles. A version of Puzzle Strike, localized and changed so it works as tabletop game.
    keithburgun likes this.
  4. GSGBen

    GSGBen Well-Known Member

    Redless, keithburgun and -Y- like this.
  5. Hopenager

    Hopenager Active Member

    keithburgun likes this.
  6. liltiger

    liltiger Member

    Working on a competitive wizard battle-y game with tactical movement, no deck building, and no RNG

    Attached Files:

  7. BrickRoadDX

    BrickRoadDX Well-Known Member

    That looks dope. I'm intrigued!
  8. keithburgun

    keithburgun Administrator, Lead Designer Staff Member

    Sounds amazing!
  9. Spittledrum

    Spittledrum Member

    I'm thoroughly intrigued by this as Puzzle Strike is one of my favorite games that I can rarely find anyone to play against. But I'm also confused -- the game was originally a tabletop game. Do you mean a board game that isn't a deck/bag-builder?
  10. Spittledrum

    Spittledrum Member

    The games I'm working on for pay right now aren't really of interest to this forum, but for fun (and who knows, maybe future profit) I'm working on a rogue-lite deck-builder in the vein of DreamQuest with a 60s horror theme.
    BrickRoadDX and keithburgun like this.
  11. -Y-

    -Y- Well-Known Member

    Puzzle Strike, has a lot of problems in tracking arrows. Plus I am translating the game for my group. They also asked for cards.
    Spittledrum likes this.
  12. ALavaVatChild

    ALavaVatChild Well-Known Member

    Physically playing actions/+actions in a tree structure alleviates this for me in PS/Dominion
    Jon Perry likes this.
  13. -Y-

    -Y- Well-Known Member

    Good luck with that twelve arrow tree.

    Edit forget twelve, just look at Zane's Anarchy. Five arrows. Wtf!
  14. Kdansky

    Kdansky Well-Known Member

    You don't need a tree structure, you only need to count on how many arrows you still have, like mana or any other resource. You gain +1 arrow (chit) at the start of your turn, and for every action that you play you have to pay a chit. Some chits are coloured.

    You would need a tree structure if there were any actions that said something like "if you played a combine sometime before this action, do X", but there are not, thankfully, because those would make it impossible to think through.
  15. Bucky

    Bucky Well-Known Member

    I play Gem Essence, Roundhouse, Mix Master, Really Annoying and Option Select for Gems to Gemonade. I then try to play a combine. Does that work?
  16. ALavaVatChild

    ALavaVatChild Well-Known Member

    You have a spare purple left, so yes.

    There's very few chips a tree structure doesn't handle elegantly, and it still does ok in most situations where you're actually going to use all your arrows.
    Jon Perry likes this.
  17. Weaver

    Weaver Active Member

    I'm working on a 1-vs-1 card game without output randomness, asymmetry or excessive contents(card type: 20-30, terrain type: 20-30).

    It can be described as "Prismata meets Spectromancer, minus resources".

    Instead of Prismata's random units, it has a fixed set of units but a randomly generated map. The map (slots) is 1-dimensional, like Spectromancer's, but has a much higher emergent complexity in gameplay, because the map decides each slot's orientation (left or right). When a card casts its skill, the skill's target is the nearest ally or foe pointed by the orientation of the slot that the casting card is on.

    My goal is to have the balance of Prismata (which is high because like Prismata, it has to work with input randomness), the complexity of chess, and less calculation requirement than both of them.
    Xom, Redless and keithburgun like this.
  18. lepreconor4

    lepreconor4 New Member

  19. Nomorebirds

    Nomorebirds Active Member

    I am currently working with a friend on a 1v1 strategy/tactics card game in a similar vein to Summoner Wars, but with no output randomness.

    I also have 2 other board games I'm designing by myself, but those are a bit too early to "reveal" just yet. They have a more unique design than the one I'm co-designing with my friend, so a lot of elements aren't currently nailed down and subject to change.
    Weaver likes this.
  20. CorvusVeis

    CorvusVeis New Member

    We're a fairly new blog that analyzes video games and game design: Corvus Analyzes

    I've been writing about Shovel Knight and Twilight Princess recently, and I hope to get some new games on the site as well. Exciting times!
    BrickRoadDX likes this.

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