This is the first battle theme of the game with many more to come.
Director: Luis Raul Blondet Montalvo
Composer: Jerrod Dietz
This game is a simple gambling dice game. It is an experiment designed to reveal how we manage risk. We tend to take risks that are small but very damaging, such as a traffic ticket or taking our chances with safety at the work place just to get the job done quickly. Because the risk is small, we don’t take it seriously, no matter how big the cost if we were to lose. We constantly choose small rewards like getting to our destination or complete the job a few minutes faster with a small potential to lose big than the other way around, like the typical gambling game.
It seems that we prefer to either win small with a small risk to lose big or win big with a big chance of losing small.
Biting Dice rewards players small amounts with a small chance that they will lose big time.
A Player puts $100 into the pool and rolls the dice. If they don’t roll a 2, then the player collects one penny. If the player does roll a 2, then they get “bitten” and lose their $100.
These values are merely introductory. I’m sure many iterations will follow until it’s just right.
This is a billiards variant that plays nothing like a billiards or pool.
First, the Cue ball is taken out. Then the players divide the balls between Solids and Stripes on each side of the table. The player that goes first uses Stripes and the one that goes second uses Solids.
Players take their turns placing one ball anywhere on their side of the table. When done, players then take turns hitting their own balls to knock the opponent’s into the pockets. There are no extra turns for doing so. Every player gets just one shot for one turn.
War Pool turns ordinary billiards into a much deeper strategic game that combines physical and mental performance. It is also more engaging to watch as there will never be endless turns.
There are still minor rules to hammer out, but I will take care of that once I begin development.
An experimental game that plays to the tune of Bonnie Tyler’s Holding Out For A Hero. It plays like a music game, but instead of abstract cues to hit the beats, it appears in the form of a platform runner game. The music and beat determine what obstacles the player encounters just as a music game cues are a test to see how well the player can follow along faithfully.
Maybe I can’t paint a clear picture of what I mean, so I guess you’ll just have to wait until I get around making a demo :p
The biggest challenge to develop this game is acquiring a license to the song, so it might take some time before development begins, but it is a fun and interesting experiment I can’t wait for.
A game meant to satirize the politics behind the Kirkuk-Baniyas Oil Pipeline. The game will be an exact copy of Castlevania, except that all of the art and music assets will be redone to satirize and educate players about this little known and tragic situation, i.e. Dracula’s Castle will be replaced by a map of the pipeline going from Kirkuk to Banias, Uncle Sam will take the role of Simon Belmont, enemies are Iraqi Insurgents, etc.
Oh noes! Cargo trucks carrying nuclear toxic waste heading to Yucca Mountain have spilled all across the freeway in Las Vegas, turning most people into radioactive zombies! It’s upto you to escape Las Vegas alive and uncover the secret of…
This single player game will be a comedic First Person Shooter whose ridiculous story will be a satirical commentary on the nuclear power industry. The two sequels will be Escape From Yucca Mountain and Return To Yucca Mountain (because what cheesy B-movie-esque game will be complete without unnecessary sequels!?).
It will also have a boss fight against a giant radioactive mutant cat fish in Lake Mead that shoots green lasers out of its three eyes, so yeah, that will happen…
This will be a franchise of quirky driving games based on traffic laws, traffic culture and humorous situations. The first version will be for mobile and then expand from there.
This game has really been in development since 2006, but because limited resources I haven’t been able to fully work on it. I only had space for one big game and I chose Tribal Pride over Spellcraft thinking that it would be simpler to develop.
Spellcraft: Words of Power is a collectible card game that requires only the cards to play; no dice, counters, note pads, etc. I created it to address many of the flaws I see in other card games today. I want this to have a minimalist approach without being shallow, I will design it to be easy to play, but hard to master.
Spellcraft cards are played by spelling out the name of a card with the name of other cards. I will post this mechanic in detail in a future video as it is hard to imagine it in action, but the gist is that the resources to play each card lies within the name of the cards themselves.
I want this game to be tournament worthy and for that to happen its design must be as resistant as possible to cheating and slight of hand. One of the ways it will deal with these problems is by allowing players to set up their hand and deck in any way they wish. Damage will be expressed by discarding from the deck. This by itself will create a randomizing effect without shuffling. Because of this, metagame and pre-planning will be very important.
There is also the problem of dense text which can be solved by using pictographs to convey meaning. Common cards will have the pictograph and full text to familiarize players with its function, and advanced cards will have no text and many pictographs. Because of this, I want to sell the basic cards separately from the more advanced ones. This does not mean that the basic cards will be useless as I don’t believe in creating “filler cards”. There is no reason why every card can’t be useful.
Above is the design fort he cards. Most important information is one the upper left, where it is natural for our eyes to look. The “tags” are the pictographs and the art will be in that space in the middle, although the Ability Text might come down to rest right on top of the Favor Text section. This game will have very few rules outside what cards instruct players to do, in fact it will be the bare minimum. Let the cards do most of the heavy lifting and let the player just focus on playing.
The content of the cards will be used to deliver seamless learning of many topics; new words, new terms, new concepts, etc. Magic: The Gathering did this once, but not so much anymore. I, as a player, enjoyed the educational aspect of those cards and the fact that I was learning something, however small, while playing my favorite game at the time was just mind-blowingly awesome.
Like most card games, Spellcraft also has its own lore.
The sketches you have been seeing so far were made by Bosco and they are of Celia, an ordinary girl that finds out she is a spellcrafter, she can bend reality with the power of her words. She gets scooped up by a group of spellcrafters and put under the wing of a mentor. This group is one of many that are involved in a struggle with others to steer the course of reality.
I also want to encourage trade with this game and I don’t like rarities very much, so I want to have an equal number of copies for all cards in each pack, however, some areas will have exclusive cards available only in that area. I want a robust trade economy that will bring some extra income to our players.
Here’s a gallery of the only color commission of Celia, although Nidhi had to leave it incomplete. Also, let me know what you think about all this so far in the comments.