Nice game, but at least it would need score to beat or either high score list based on distance traveled or something else. Nice colors, MSpaint graphics makes it unique as well. Two steps from the feeling of driving next to the beach in Ibiza road i guess.
Hiisileiri
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Is the picture above a "draw able" picture, i draw it here. In the game rules (on side 2 for example), can there be a "blue print" picture what kind of scenario map is required, and what object marks (stairs, crates, spike traps, sentry gun, exit doors, etc.) marked by game pieces like wooden cubes or just by drawn in the scenario map or similar should be placed when stuff happens in the game? So, this would be basically possible option to make the game, but not necessary the optional way to create the gaming experience? So here is attached the picture of the scenario map example which i draw in about 3-4 minutes.
Hey, i still have question about adding scenario sheets in the project submit. Here is an example of scenario map: If players will use 1x A4 page rule sheet, which includes rules on both sides and also player sheet in the back side, but also separated "dungeon maps" etc. (related to attached picture (not image of mine there! :https://www.deviantart.com/ndvmaps/art/Stronghold-dungeons-RPG-map-902671488) - Would it be fine?
Hey, thanks for your answer!
There's a mechanism in game where players need pawns and board to move in. It's team based game, and before each movement phase players choose where they move. In game and for each round, there would be a plan phase, and after that there would be an action phase; In planning phase, players may talk to each other, and then they execute actions and move (on the board), reveal territories, and reveal enemies and other things - So in the current mechanism there are game board, but (if there are enough time) i would be able to implement the mechanism away from the game board - If it is necessary.
In current concept there are scenarios, so people would be able to draw and create their own scenarios as well. The rules are in the board, but the square based scenarios would have the special slots with separated actions, like: "trap square: Take 4 damage", or, "Green stairs: Go to 'green' room.", and so on. So if the special rules are related to scenario and marked in the scenario sheet (where the pawns would also be located) would be separated, then it would be fine, since i could be able to include other details in the game rules. For example: If Might of might and magic with one rule sheet attempt to this jam, but there are unlimited card choices, would that be acceptable for this jam entry?
I'll post my jam game rules (even those are ready or not) on this weekend on my game's project page anyway so check those please, let's see where is this going.
Hey, i have a question about scenario maps used in this jam projects:
Can I add separated scenario maps for the game, like grid based dungeon maps with OR without additional game rules like scenario goal or defeat condition and explanation like "if you go to grid slot named spikes, take 4 damage to your character"?
My current plan is to use in game:
- 1 A4 sized sheet front side to display game rules, and back side of the rule display is the player board, and weapon stats and behavior for multiple weapons for each player to have, and the player character stats (hit points, unlocked weapons, bullets, etc.)
- 1 A6 sized sheet for each player to have to mark the movement (not necessary if there will be enough space in the player board) for each turn round invisible from other player till revealing on turn, and
- 1 (A4) sized scenario map including rooms and gateways, and even explanation for different special grid slots like "The Spikes: Passing or landing this; receive 4 damage to you character".
Hey, i have developed the tabletop rpg game for the one-page-rpg jam 2024 game jam, and i'm looking for experienced GRAPHIC ARTIST to visualize the game and it's elements in the paper sheet game components.
- The game uses one 2 sided A4 rule & player board paper arch for each player, and also one a4/a5 sized marking paper for creating movement markings. The game combat mechanics are based on 52-deck playing cards, players move on their A4-sheet's backside in the grid based enviroment map with their player pawn, and looting in game is based to dice roll & card pick. The actual graphics need: weapon & attack icons (for 10-25 weapons), grid based factory environment, and the rule sheet design and layout for 2 sided a4-sheet. There is also need for marking paper design, but that's just about b&w lines and couple of text boxes. Your design style can be your chosen style as a jammer for this jam build of the game.
- I also would need TESTERS to read the rules in game development state to see if game rules should need a modification before publishment.
Game project page is linked below; If you'd like to, check also the game's forum notes in the discussion page.
I started work on the game based on similar mechanics than developed to other type of game (Downtown game), and here is the concept of the game:
Idea: Players co-operates in a rescue mission themed battlegrounds as a solid combat team and beat enemies they face during the mission scenario. Players are wielded with various weapons which use the different ammunition, and by using these different weapons players may damage enemy units they are facing during the mission. Players are able to help other players giving them items and ammunition and findings they aren't needed to use, and players shall co-operate together to complete mission in safety amount of time, or otherwise the hordes of hostile space enemies from alienated factions shall besiege the squad of players making them fighting for their lives.
Dev post:
The new concept of the game is a sci-fi themed shooter game, where players are forming a squad of battle unit to tear apart nest of weird enemies in the factory-like building and saving hostages from slavery. The combat is based on 52-card play deck of regular cards, where picture cards and number cards are separated. The enemies perform different attacks than players, and when enemy appears in players sight both sides play the "poker hand" and the winner takes advantage in the battle. Player is able to retreat from the battle, but then the other bad thing happen to player. Squad's goal is to try save all hostages before the nest is full of harmful enemies letting players not to leave causing the mission to fail. The game will contain a slightly unique grid based movement system in the map with some twists, although the combat system would probably be highly unique in this build as it's first finished.
Workpost: 05.08.24
I developed multiple features and rules and created concept of game systems, but then i start thinking the game should be fun to play. Also it should be easy and easy to sit down and relax in game environment. The rpg-game is good to be story driven game, and player choices are best to be simple and game is nice to have dice and various probabilities for environmental actions. So i checked up some existing one-page role playing games, and decided to form a more simple game from the mechanics i developed, but in a scenario based short experiment that does not need lots of play testing to be ready to launch and to share - The best product for the jam game.
Work post: 04.08.24
Dev-post:
- Mechanics; (Poker hand), pay for card withdraws, free and paid player actions, simutaneously game play, day time cycle occuring by using timer in game, "point-to-target", intermediate deck building system, last man standing (victory condition).
- Idea of the game; "Players move their pawn between different locations in the city map by using free or paid direct movements simutaneously. Players can perform different actions based to their current location, and some of the actions are free to perform and some and also the most of actions require cash to carry out.
One of the most important action in the game is to purchase cards from city locations, and sell collected card combinations in Downtown black market to archieve more cash in game. Cash is in safe in players envelopes, but in use there is a risk to lose currency or use it for wrong choices, so players should choose and stick in the chosen strategy and play chill and inpredictable.
In night times the movement is highly resticted and more dangerous for active criminals in the city, but at the same time it is the only change to make some business in the black markets. In game, players can even robber other players! Nobody is in safe, and business for black markets is a torment from day to day.
The game play need focus although anyone can start playing the game and learn it's few easy actions which combined with game goals and environment will make the game play itself interesting but also ultra tensious."
Work post: 3-4.08.24
I saw the game jam post at Itch.io open game jam site on 3.8. , and get interested about the jam and it's idea very fast. When i got the first vision of the project idea, i hit the "join jam" button.
The first vision for the game was that the project shall be a short spare time project outside if other ongoing businesses. I'm not the person who would not play roleplay games as in tabletop genre's at all, but actually i have never tried the non-digital roleplay game in my life. I have tried some roleplaying games and also live-action roleplay with friends, and have joined theme park shows and play as actor in school performances and so on, but mostly that kind of action has not been a game, or it has so few rules or far-off meaning about the game play so it is more like a play than a game.
So on that account, the finished game project for this jam will by increased probability to contain more the exact rules for game play in the game world of role playing game rather than the guidelines of subject to interprepations and imagination. Exact rules with commands with exact results in the roleplaying game should have the similarities to video games where player interact the game world with the exact rules the game program language understands; Otherwise the players may create and play with the strategies for the victory in very creative but also in absurd ways which i see it might be a problem for the game play balance:
Creating more exact and more executive-like rules in the game is more easy for balancing the game than to try limit, for example, the players imagination and creativity and volubility.
To GAME JAM rules:
"On Creation Phase":
-||-
- If any player does not join the creation phase the player in turn started, shall player turn continue to the end normally. Player can start new creation phase, if turn will not be changed to other for the end of creation phase. On normally end of the turn, the payer on turn may give the card to the player on left, or not. Then the player on left side get's the turn. Player who is in turn, cannot receive a new turn by having highest value creation, but the turn does either not end while having highest creation value for creation phase's contest.
Hey guys, thanks for feedback! There was a limited time for this project, even less than the game jams time. My goal were to fit this work on Nintendo 64- controllers (usb) i ordered. I did something i have did not before, using controllers in the game. I also tried to find some graphic editors for the game, but had any. I'm quite not the coder person, so i should focus on one or two things. I also used Construct 3 for building this; it is not stable game engine as like any game engines for everything. I had a great story for this, i might use it later for other title. Also had some fun on doing this. I still prefer make game jam games with teams, there are usually much more to do for a great playable game (not just a rough prototype like this become)
I tried out the desktop version, and was a simple and nice short game experience with this. Most i like the final boss, which were hiding and should be found in the level by following the "bullet path". There were no health bar, but gladly difficulty were not high level. Character graphics were nice, fun and simple. Wall graphics were not that pretty though, but still nice and playable game.
Interesting mechanics, but this is not nice to play. Everything is so complicated straight from the first level. There are not even any guides. Everything should be figured out by the player, and making the mistakes whole level restart. There are no logic what to do because everything goes so fast; enemies, time, hazards, etc. I start feeling like the suffering game tester during the game play haha. Still nice atmosphere in the game (played desktop version)
The room is just too small to avoid hit randomly spawned obstacles - Unfortunately did not survive 1 minute longer in any match. I would change the shield pointing in mouse pointing direction, or being activated with RMB holding. Dashing is too dangerous to use at any point of game since objects can appear or change positions very fast. Bullets could move slower, and at the same time player should not touching anything, even own bullets. Also thought the melee weapon is useless but maybe it could be throwed and picked up after each throw from the ground (and bouncing off from the enemies when hit).
There are things to try like weapons and characters, and also creatures and other traps and hazards to find out, so game has variety and something interesting coming up from after each corner. Also cursor changing and other setting options are nice additional features. Also graphics, especially characters looking simple but pretty good.
Interesting game and there seems to be a story on background. I got stucked in 4 or 5 level and pressed X button while though it's going to be a restart room- button, but whole process restarted...
I like how room is stuffed with different objects, and there are also trap doors in the game, and player is able to control character by many ways.
"Press E to interact with objest", but suddenly the cola machine did anything lol.
Changing into ghost and moving it in B&W world were in spritual ambience bit spooky and almost gave some chills for me.
Music and audio are pretty good and also feels very unique, so i also liked that in this. Also good and nice neutralic character dialog speaks, although its letters are taking forms quite slow.
Look nice and easy to play. While it is all random it is has all my interest during the small game play period. This reminds little children fortune- games, and could be popular and fun for that kind of audience.
Simpe and fun, and also slightly engaging for the game play but also for the game graphics and ambience.
First i got worm, then i got a crow, then worm again, and now I start wondering am i going to eat me and myself as crow in future when i would be the worm... Or am i going to eat myself as worm when i'm the crow...
Dark theme and dark humour in this build since player is order cute victims to the death, but on the other hand there are wide possibilites for an interesting puzzle game.
Character movement bit odd, and sadly there are not much animations like door openings or water drops from the ceilings. Also there are same graphic elements in walls and on the background wall whcih is a slightly confusing to locate collision walls. Also there could be a note when last character is left, so player would be more careful and awared.
Dark theme and dark humour in this build since player is order cute victims to the death, but on the other hand there are wide possibilites for an interesting puzzle game.
Character movement bit odd, and sadly there are not much animations like door openings or water drops from the ceilings. Also there are same graphic elements in walls and on the background wall whcih is a slightly confusing to locate collision walls. Also there could be a note when last character is left, so player would be more careful and awared.