Design Document – https://goo.gl/PXw0sR
Game Flow – https://goo.gl/wCclRs
Proposal Outline – https://goo.gl/GKHiQ9
For a game production class at Champlain College, I worked in a team of five and designed a turn-based two-player strategy game.
In the game, the players place tokens on a grid with the aim of making a connection from one side of the grid to the other. On a given turn, players have the option of either placing a token down into a column, or crushing part of a column to remove enemy tokens. However, the action of crushing takes up the user’s turn, so it comes with a tradeoff of not being able to place one’s own token on that turn.
While the mechanics of the game are simple on the surface, throughout development and testing feedback, we found that there was quite a bit of depth in terms of strategy that allowed for many different tactics and styles of play.
One challenge we came across in the conceptual stages was how keep the game competitive and force players to strategize, beyond simply blocking the other player’s path, as in a game like Connect Four. From those goals came naturally the game’s unique mechanics. These included the “crushing” mechanic, where players could directly crush the other player’s tokens by placing more of their own tokens above, and the “column collapse” mechanic, where filling up an entire column erases it entirely.
The combination of these two mechanics added the aforementioned depth to players' strategies, where players could now try to brute force things by destroying the other player’s token as much as possible, or take a more methodical approach by forming as many connections as possible to defend from other the other player’s attacks.