
Fantastryke
Game Design
Project Summary
Goal:
Create a physical non-cooperative, asymmetric, perfect information game within a group of 4 people
Process:
To make a perfect information game, I knew we had to make a game where all players could see everything in play at once. All participants in the group had to create their own idea for a game, then vote on which to proceed with. My group chose my idea. I decided on a trading card game style, but with both players' hands being seen by each other. It would play like a real life turn based RPG. We kept the art simple by just using shapes to denote different cards. Each card has their own ability, and we all worked together to come up with them. To minimize any random factors, we made players draft their cards one at a time, from the set deck. To decide who drafts first, a game of chance will still need to be played with a coin flip or similar methods. To give cards a stronger identity, we made a “shift” system, allowing players to move their cards to a front or back position, giving different bonuses depending on the card. Additionally, to help with keeping perfect information for both players, we created token counters for the hp of cards and the cooldowns of their abilities. This way players would not have to rely solely on their memory of previous turns. We still felt the game was a little stale and repetitive, so we added an item shop. Players could get coins every turn and buy various items to alter the game. Unfortunately, many of our players were left confused by how much the item shop added, and it extended the game past our time limit per session, so we had to remove it to meet our deliverables. We spent the rest of our time cleaning up the art, and balancing the cards for optimal fair gameplay.
Participation:
I handled most of the creation of the cards, their abilities, and balance changes. I split work with another member on how we would make our shop, as well as exploring other options for gameplay. Our other two members focused on making the art for our game, as well as producing the physical materials that were required to play.
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