Posted March 12, 2025 by Riffle Shuffle & Roll
#Collapsi #Game Development
Another day in my weeklong jam! I was able to sit down and play Collapsi with an opponent. Fortunately, my wife helps me out with playtesting. Unfortunately, it can't happen until after we get the kids to bed and get everything else for the day finished. We were pretty beat by the time we sat down to play, so we only played one game.
We played with the following rules:
The game went well! It absolutely worked. My wife's feedback remains the same: the gameboard should be larger. I agree with her. Especially if I want the game to work at the three and four player count. We did play one time with a 49 card deck the other day, and a 7x7 grid with regular playing cards was huge! It did make the game feel pretty epic, but we had to play on the carpet. I really feel like Collapsi will need proprietary game pieces to reach its full potential. That is outside of the scope of this jam for now. I do own some mini-cards that are half the size of a regular playing card, so I think I will start using those to play-test a larger board with some different number configurations
In my next jam session, I need to try the following:
I am not sure the game needs items or powers. It is always in my nature to try and fit that in (or some good ole take-that!). The ideas are worth exploring at least. Powers or actions should be limited in regard to when they can be used because I don't want players using them during the final turns of the game. That will cheapen the strategic setup and payoff of the endgame. I think making 6's item cards is a good balance because as the board collapses in on itself, 6's become more and more risky to land on. Aside from the 6 of diamonds, players will have to move six spaces on their next turn. This makes them a relatively bad card to land on during the endgame when movement is limited.
As far as a 3 or 4 player version, the only problem I can see with pursuing that is Collapsi becomes an elimination game. As players are unable to make a legal move, they are out. This isn't a feature that bodes well with modern tabletop gamers. However, it is still popular with mass market games (and digital games). To keep it from being an elimination game, I would have to change the win condition or give the players something to do once they are out. Personally, I am fine with it being an elimination game because a game should not take more than 5-10 minutes anyways. The cave-in feature of the game is a built in timer.
Collapsi feels like a competitive puzzle game like Puyo Puyo Tetris or Bomberman. I would like there to be more interaction between players. I envision players messing with each other while also trying to be the last to survive. I'm not sure if this will translate well into tabletop game though. I also hesitate to make the game too "mean". We will see though!
If I do design proprietary game pieces for this, I envision square tiles with some of the tiles being item cards. I also envision each player being a little anthropomorphic groundhog with a mining hat - taking inspiration from Toad Treasure Tracker and Winnie the Pooh.
That is really far off though, and I can do all of the testing with regular cards. I'd like the game, in its final form, to be playable with regular cards and pieces people already have. It might be fun to take the game beyond that though!
So far this has been a pretty fun jam! I need to be a little more disciplined with testing to get more plays under my belt before Saturday.