Hmm. That story leads to many interpretations.
That's an interresting use of time travel mecanism.
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That's really nice ! I love that simple idea of using the pause to see things.
Next week we will organise a workshop for beginners about video game making (20 students). I'd love to use your game as an example. We will try to build 2 scenes. Do you think that I can use your assets ?
If so, we should find an approppriate way to credit you. For example I can send you a picture of the students trying to redo and transform your game and we can post a link to your page whenever to write about our workshop.
I am try to make a game in 4hours for this weekend's ludum
Here is a suggestion, which I suspect will never make it through, but might be fun however :
To make exploration more interresting, there could be some capsules scattered all around the map. (Maybe in some biomes more than others ?) The player would have to collect them and bring them back to the computer or a specific machine to read them.
These capsule consist in messages left by other players, creatinf some king of meta game.
There would be 2 possibilities to create messages : when a player dies or wins, he is proposed to write a message. Or there could be a specific machine, to create and launch messages on the mewn.
To deepen a bit the metagame, the player could decide the group some messages (to build some kind of story) : they would all be uploaded together and grouped in the same area.
I see 2 difficulties to do this :
- It would require to create a server to collect and distribute the data. And am not sure that Cainr4 is willing to do that...
- As the game is for kids too, It might require some kind of moderation. The easiest solution would be to allow the play the safe version (no messages). And there would also be a button to warn that messages are offensive. A message frequently tagged as offensive would be suppressed.
(if you were to implemente some of them, you could still offer me an android version when released ;-p)
The city is filled with famished urchins. Famished urchins (neutral) pop up in the city and can move a few tiles every turn. Famished urchins can group in the same way as gangs. They don't block the path, can't be killed, but you can block them with a thug or a gang. You can also send a gang or master truant at them. It allows you to move them a few tiles away (if it is a group, the number you move depends on "evicts" level)
If they enter a building, they block it untill evicted and they evict player's urchins. If they enter the head quarter, they steal money and/or lanterns, then disappear.
Urchins evicted from a building (famished and player's ) go back in the street (famished).
The only way to gey rid of them is to buy them by sending the master thief (same cost rule as regular urchins). Sending a master thief at a group of famished urchins tries to purchase as many as money allows.To destroy urchins (as their number will keep growing), you can play those you have purchased on your headquarter.
So this map would not offer new opportunities, but is rather a race agaisnt a growing threat you can throw at each other.
He, I am pleased that you like it, and would love to see other's ideas too... Here is another suggestion :
Hold up :
Every few turn a convoy will move from one part of the map to the other. You need to place a character in a bar to learn what the convoy will transport, how strong it will be, and what its path will be. You get the loot it if you can place a strong enough gang (both in hearts and attack) on its way. Of course, only one player can stop a convoy.
Any thug or weak gang found on the convoy's path will be disbanded.
Possible loots are victory point, prisoners (free characters such as thugs, urchins or whatever else), gold, or lanterns.
Hello ! Some wild ideas about alternate maps. I am sure that other players would have some more :
There is a special neutral caracter on the map, which is a cop. It can't be killed, but blocks the way. However, both players can move it 6 tiles max (number to be adjusted), but only in streets or places they have visited. Doing so costs one thug or urchin (we play the thug/urchin on the cop, and then cop can be moved. In terms of role play it follows ans tries to catch the thug/urchin).
If we send the cop to a building filled with urchins (1 for the opponent, or full for us), we earn a victory point. But the building becomes unvisited + gets regular cop similar to an estate.
Similar to the big map, but the turn after a street has been explored it is covered with smog : the caracters there are unidentified and buildings become grey again (but don't regenerate loots).
Great fire of london : (ok, I know, it is 200 years too early...)
The city is on fire, but it also creates great loot opportunities.
The fire progresses every turn ( it spreads from building to building, and can jump across the street). Thus the game area shrinks. But it is possible to collect water in some places to extinguish a building catching fire. (A building is in "catching fire" status for 1 turn and can still produce or be looted, then it is burning)
Some buildings, when cacthing fire can be colonized by 1 urchin. They need to be colonized for 2 turns to give a victory point (and thus need to be estinguished, to not go from "catching fire" to burning )
What do you think of it ?
About turn timer : I haven't tried live games yet. But it could also be casual game feature, with long turns (12 or 24 hours). But, if a player does not connect, the AI would take over for 1 turn (until the player connects)
Oh yeah, I hadn't realise that double turns would change that much... That would have been too easy ;)
Playing on smartphone will also make the gamemuch quicker : for many, it is easier to pop in and pop out on these devices... I'll try live games too.
Hello ! I have just purchased the First acces #2, and am still learning the ropes.
I have noticed that there is a trick which would make casual games twice quicker :
Right now, the player have to wait after every single turn :
Blue turn 1 - waiting Red - Red turn 1 - waiting Blue - Blue turn 2 - waiting Red - Red turn 2 - waiting Blue - Blue turn 3...
But, if every turn we swap players order, they will play twice in a row, skipping one "wait" every turn :
Blue turn 1 - waiting Red - Red turn 1 - Red turn 2 - waiting Blue - Blue turn 2 - Blue turn 3 - ....
I reckon, it might have some consequences on game balance, so it would have to be tested. But it would make casual games as quick as if players turn were simultanuous.
Maybe a changing environment :
- growing vevegetation (so when you come back to an old place, you might get lost. Or path you opened might close again),
- tides (with the moon cycle),
- or marsh and rivers rising in level when it is raining. (areas could be inondated)
- storms (linked with tides, wider areas might get under the water).