Monastico: LD43 entry by gafblizzard
Scroll down for game rules if you are in a hurry.
Background
This was created with the compo restrictions except I took too long to complete it. I decided to learn a new framework during the compo, which I know is an awful idea, and of course I paid the price by spending most of Saturday futilely working on math and basic camera functionality.
On the plus side, now I have experience with PIXI.js. I implemented a very basic board/card game framework and put in some basic game rules.
As uploaded, this is a tiny proof of concept of a board/card game idea. The general concept is of a board game where you may have various strategic paths and options, but periodically rather than only other players blocking you, you are forced to sacrifice an element of the game.
Opinions Wanted
Since this is such a limited prototype, high ratings are neither expected nor my goal. However, I would greatly appreciate if you have any feedback on whether an expanded version of this concept might interest you at all, whether in digital or physical form. If I do more experimentation on the concept, I may also update the art and put a version up on Tabletop Simulator for playtesting.
In general, my ideas for a full version of the game could include concepts such as:
- More players (e.g. 4)
- More stats/resources (e.g. alms, wheat, bread, food, candles, ink, manuscripts, robes, medicine)
- More strategic options (e.g. cards that can be drawn / purchased / drafted)
- More replay value (e.g. different cards / goals / buildings selected each game)
- More interactions (e.g. trading alms for holiness)
- More locations and actions inside the monastery (e.g. carpentry, masonry, gardening, tailoring, cleaning, eating, praying, reading/writing, teaching, performing music, nursing)
- Options outside the monastery (e.g. begging, preaching, visiting, selling, fishing)
- Jobs that could be earned based on stats/resources or affect gameplay (e.g. abbot, prior, lector, cantor)
- More sacrifice options (e.g. sacrificing an entire card, or giving up a stat like reputation entirely, or restricting movement in some other way such as if the garden was more of a universal path between buildings)
You're also welcome to speak up if you think it's a terrible idea! It helps either way. :)
Game Rules
Monastico is a board/card game for 2 players. You can also click "Start AI" at any time to let a bot play as your opponent. It should work on mobile phones, except for zooming.
Each player is a monk performing various tasks in a monastery. Currently, the monastery only contains a library, kitchen, dormitory, garden, and chapel. As the seasons change, you must sacrifice even more worldly tasks in order to be more monk-like.
A randomly selected player takes their turn first. All players start with 5 HP.
On your turn, you must either move to a new building or lose 1 holiness to pass your turn and be idle. You cannot pass if you have 0 holiness. Movement is either clockwise or counterclockwise, and if the next building is completely full, you can skip over it. When you land on a building space, you perform its action.
After every 5 turns, which means 2 for 1 player and 3 for the other, the season will change. To start the new season, each player must choose something to sacrifice. For the first season change, either clockwise or counterclockwise movement must be sacrificed. For the next two season changes, building spaces must be sacrificed.
If you move to a building space that you sacrificed, the effect does not occur, and you can move again on the same turn.
After 20 turns, which means 4 seasons, the game ends. The player with the most HP + learning + holiness + reputation wins. Otherwise, there is a tie.
| HTML5 (web) | https://gafblizzard.github.io/bliz-ld43/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/43/monastico-ld43-entry |
Ratings
| Given | 8🗳️ | 9🗨️ |
Ps. Phone support is really appreciated.
Either way great job!
I'm not sure the "interactions" are really that compelling even if you added more, since the math is currently too simplistic (-1 of one kind of point for +2 of another kind of point is still just +1 point in the end). If building up a lot of a certain *kind* of point unlocked additional abilities, then I could see it being cool. Maybe something like the character with more reputation (i.e. higher status in the monastery) can push the other player off their square, or getting your learning over 5 doubles the value of squares in the library/study for your character.
Good luck going forward! Once I wrapped my head around the rules I got kind of into it, so I'd definitely be interested playing a fleshed out version in the future.
You're of course correct that there's not near enough strategic options at present. I think at minimum I would want to force players to sacrifice an entire building (thematically, they would be giving up a particular job in order to focus more on being holy).
I loved the pick up and place mechanic! Brought me right into the board game feel. Also, huge props to you for implementing a two-player turn based game here. As someone who has tried it before, I know that takes a TON of work, so congrats for pulling it off.
I think having dynamic tiles to change the board from one playthrough to another would be a nice addition, or having the possibility of changing tiles at the first season change, but not later to avoid changing tiles with sacrifices.
Bonuses with score thresholds might be a good idea for more strategic depth. (ex : a +1 holy becomes a +2 or +3 if you have at least 5 learning, or you get 5 bonus points if you have at least 4 in each stat)
Yet another idea : hidden score objectives like "get 5 holy for bonus points" or "have 1HP at the end of the game for bonus points"