MV - (Game demo) Game of the goose

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Started by IllusionDev 6 posts View original ↗
  1. Game of the goose

    SYNOPSIS
    Spoiler
    In this game up to 6 players take a turn rolling a dice
    You can play with AI enemies or just take turns on one device with your friends hot seat style
    You roll the dice with Enter or Space Hold down enter or space to speed up the game
    Once the dice is rolled your character walks forward.
    Once you stop if you landed on a special field the effect of the field will activate
    Special field effects range from moving forward some more steps, moving backwards, taking damage, skipping a turn or being locked in place until you roll a specific number
    Every player starts with 3 HP. If you land on too many damage fields and lose all your HP you go back to the last checkpoint. Every new section in a board is a checkpoint

    In the beginning you get to choose a class which has advantages and sometimes disadvantages compared to the default settings. This helps you choose your own playstyle

    IMAGES/SCREENSHOTS
    Spoiler
    upload_2018-10-13_9-6-5.png
    upload_2018-10-13_9-8-40.png
    upload_2018-10-13_9-10-55.png

    If you try the game please leave some feedback. Thank you.

    Demo Link
    https://illusiondev.itch.io/game-of-the-goose
  2. Hey there, cool that you got the basics of the board game working but I think there is a good amount that could be done to make it more interesting and engaging to play.

    Here are some of my thoughts after playing a round.
    1. I like the idea behind the character classes, none of the abilities seemed too crazy or OP. I thought Ninja would be at first but it actually hurt me more than helped me at some points (and cost me the game).
    2. I feel there needs to either be more unique events on the board or some sort of minigames to help break up the pace. As it stands, you could hold enter until someone wins without much thought. I think it could really benefit from some more interactivity. Since its a video game rather than a physical board, you could get pretty crazy with these if you so want, which I think would be a lot of fun.
    3. The board felt rather big and at the end went on for a little too long. I think you could cut some of the fat from it.
    4. The ending was a biiit too brutal, both the AI and I were stuck going around a loop for quite some time as we had to roll the exact amount to get into the final trial. I would make it a little less harsh and maybe have a few spaces there that can teleport you to the final part.
    5. Part of the fun of board games is interacting with the other players, I think it would be fun to have abilities that can be used against the other players for some more strategy and interactivity.

    There's some potential here for something fun but at the current moment its a bit too barebones to really make it replayable. I think there's a lot of potential if you keep at it and really start to flesh it out, however, so I'm interested to see where this goes!
  3. Thank you for your feedback.
    To make the game less random and give players more strategy and interactivity I had the idea of implementing activated abilities that vary by class.

    The idea would be something like after 3 (maybe 4 or 5) turns players unlock an activated ability based on their class
    For example the mage could have the ability of sending a player back 4 steps. The thief could deal 1 damage to each player he crosses on the turn he activated his ability. After using the ability it's unusable again for 3 (maybe 4 or 5) turns

    I removed a -4 field in the final area and changed a field to put a green field that helps you move to the "final trial"
    Additionally to break up the monotony I will add a few more "?" fields and remove a few fields in places that are long straight stretches

    I'm also planning 2 balance changes:
    adventurer will be immune to -1 and -2 fields
    wizard will no longer have slow dice (not really useful) and instead if you roll 3 or 4 and land on the same space as another player, that player takes 1 damage

    If you see this I would gladly hear what you think of the changes I am working on
  4. Ah its so cool to see something like a boardgame put into RPGmaker. Very unique and creative. I am with Slammy on the more eventful stuff. Right now it seems a bit bland. You could have some spots give players power-up items to use on others or themselves. Possibly sometimes the players have to battle in a small contest like in mario party hmm. :kaojoy:
  5. I thought of the possibility of items I might implement that at some time I'm not sure yet how to make an item system interesting.
    I will not add minigames, it would go outside the scope of the project, the assets and effort required to make good minigames is too much
  6. I know in the Boardgame online they have items that grapple you to nearby players, food items that let you move spaces ahead, and events that sometimes you visit shops and such.