I, Goblin by Kmad
Please note that this entry is largely unfinished and you can't complete the game. Apologies for this, I evidently bit off more than I could chew and was using unfamiliar tools (the software that I wanted to use/had experience with wouldn't install on the laptop that I'm using). I thought I would submit what has been done, I've stopped early to save what little sanity I have left.
For those interested the idea behind the game was that you played a goblin who sat down to write his/her memoirs only to find that they'd spent their lives being the lowest form of dungeon scum. Unsatisfied with this, you embark on a quest to take control of your local dungeon and must compete against 3 other equally unsatisfied denizens.
It plays as a digital board game, just click the 'roll' button in the bottom left corner of the screen to get started if you fancy giving it a go.
For those interested the idea behind the game was that you played a goblin who sat down to write his/her memoirs only to find that they'd spent their lives being the lowest form of dungeon scum. Unsatisfied with this, you embark on a quest to take control of your local dungeon and must compete against 3 other equally unsatisfied denizens.
It plays as a digital board game, just click the 'roll' button in the bottom left corner of the screen to get started if you fancy giving it a go.
| Web | http://www.adamduncan.com/ludumDare25/ |
| Source | http://www.adamduncan.com/LudumDare25.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=15598 |
Are the victory conditions taking the whole board, or just a certain number of dungeon rooms?
@hissssssssss - Thanks for commenting. Yes, the idea was sort of Monopoly meets HeroQuest. So your goblin would travel around the board capturing locations, then on those locations they would leave minions and traps to make it harder for opponents to control the board. As for victory conditions (obviously none are implemented at the moment but from a design perspective...), I was thinking that maybe it would be to collect a certain amount of gold/treasure. I was aiming for that condition because I thought it might be a bit too easy to win by just taking locations and if gold was the target then there would be more opportunity to capture/recapture the locations of other players. Those ideas probably would've changed with a lot more play testing though.
You will need to be careful, though, as a die roll and a single track means there is little or no skill in where you end up. Perhaps multiple rolls of which you can only pick one? And multiple routes through the centre? This gives the player some choices and adds a little strategy.