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Take a peek at my latest game: Goo-niverse

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Squinshee
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The past few months I've been working on this design, and it's finally in good enough shape for me to show people. I apologize for all of the boxes in it, but it'll allow for easier fixes during playtests.

The rules are a breezy read (a little over one page!), so any feedback/questions/concerns would be hugely appreciated. Thanks for taking the time.

https://docs.google.com/document/d/1Mifnr9MZJPOlpOca75uZSUshzRe2F48SyqJY...

Shoe
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first thing of note....I read

first thing of note....I read this as GOONiverse not GOOniverse...dunno if that is a problem, just something to note.

Shoe
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I find almost everything

I find almost everything about the decision cards to be confusing...i'M not sure how you know what mode you are using, and I'm not sure exactly what they mean or do...

Squinshee
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Haha, thanks for letting me

Haha, thanks for letting me know Shoe. It's difficult to explain so I should just make a rough diagram of one. I'll add it to the document soon. Also, I haven't settled on this theme or name quite yet, but I handn't thought of people reading it as GOON.

EDIT: Just updated it now. Let me know if that makes things clearer.

Shoe
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The bits I got out of the

The bits I got out of the rules seemed fun...Do the cards basically have a different effect on each of the 4 edges? That's how I read it, but the diagrams at the bottom conflicted with my reading

Squinshee
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The Decision cards represent

The Decision cards represent all of your available choices each turn. So if you want to use the second Action on your currently active Goo, you'd find the Decision card with Action (2) on it and place it face-down, making sure that the Action (2) side is closest to your opponent. When you and your opponent have both selected an action for the turn this way, flip them over to reveal your chosen action.

If you look at it like a menu, it might be easier to grasp. Let's say your playing this as a flash game online against a friend. Instead of being Decision cards, it would be buttons. These buttons would be:

• Action (1)
• Action (2)
• Action (3)
• Action (4)
• Morph into Spikey
• Morph into Gooey
• Morph into Hard
• Charge

(Note: you can't morph into the form you're already in)

Once both players had clicked one of these buttons, the actions both players chose would be revealed. The system I devised with Decision cards was the simplest way to mimic this kind of interface without cluttering your hand with 8 cards.

Shoe
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8 cards realy isnt that

8 cards realy isnt that much...I think that might clear up some of the confusion.

Agricola starts you off with 14 cards in hand and THAT is too much. Many games start you with 7, I think 8 would be fine, and clear up a LOT of the confusion.

Squinshee
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You're probably right on

You're probably right on that, but some Goo's have extra Decision cards in hand that increase the number of cards from 8 to 11. 11 is too many, so I used this system as a way to open up more design space. I'm glad you get it now though.

Shoe
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I'd still consider trying it

I'd still consider trying it with 11 cards...i think it will help with the confusion, and like I mentioned before Agricola starts with 14 and is still a best selling and super fun game. I'll go home and hold 11 cards a few times tonight to see what I think. I know that sounds wierd, but I like cards :P

EDIT:
Cards against Humanity has you holding 10 cards which isnt bad at all. I can't imagine 11 to be the tipping point.

Plus, I, as well as a TON of other players, LOOOVE cards, drawing cards, having cards, rearranging cards....I think more cards isn't a bad thing in this case

Shoe
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are action 1-4 all just

are action 1-4 all just placeholders for different cards? do you have a card list?

EDIT....

OHHHH i get it, the actions are listed on the other cards....can you do a components rundown for the game in the rules somewhere? I think it would help a llot

Shoe
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To reduce card size, and

To reduce card size, and complexity, you could just make the hard and sharp and whatever forms into a card that lists what it does for each unique goo, that way you dont have to use the "Ability A" thing, and can put the info about how the ability works onto the cards in hand.....just athought

Squinshee
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Yeah, I'll work on that.

Yeah, I'll work on that. Since I'm still creating characters, a 100% accurate component layout isn't possible. But one that covers all of the definite pieces is doable. I've designed it in a way that it doesn't have many though.

So yeah, you know every possible thing your opponent can do and vice versa every turn. The only 'cards' are the Decision cards in your hand, which means the only hidden information between players is which decision they select each turn. It's very mind-gamey, turns are quick, buffs and energy add a sense of progression, and hopefully there's some solid depth to it.

Just read your new post---

I don't want that because it requires the opponent to memorize 12 unique actions for each Goo. The way it's currently set up, players know what each other can do.

Shoe
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ahh fair enough

ahh fair enough

Squinshee
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Also, the Spikey / Gooey /

Also, the Spikey / Gooey / Hard types come from me (originally) wanting the different forms to act like Rock-Paper-Scissors. Spikey attacks are strong against Gooey form; Gooey attacks are strong against Hard form; and Hard attacks are strong against Spikey form. I'm not so sure if that's something the game needs anymore, because it'd cause a lot of morphing to better position yourself against the opponent (thus leading your opponent to better position themselves against you). However, it could help inform the mind-games, leading to better gameplay. It's something that I need to test while playing.

XerxesPraelor
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How do you get so many

How do you get so many comments so quickly? :(

Anyway, I'll work through this.

Squinshee
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Shoe and I were on at the

Shoe and I were on at the same time and we were looking over each other's game. So coincidence and karma?

Shoe
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Pretty much

Pretty much

XerxesPraelor
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Okay, I was about to start

Okay, I was about to start trying it, but there are all these un-filled-in boxes. What numbers do you have going in them right now that I should test, or do you just want rules feedback?

For rules, what happens if two attacks have the same speed? Will you just make them all have different speeds?
Transform Goo is really confusing. I don't think I understand it correctly, but if I do, if you choose to morph, you morph after their action, and then morph again? Why would you want to do that?
For Enhance Reflexes, which attack does it do (as if it was an attack)?
Is it on purpose that Transform Goo only has 3 attacks, while Predict Goo has 4?
Mega Focus is really bad unless the bonus to Focus Blast is giant.
You have "more on energy later", but don't, as far as I can tell. How much energy does each Goo start with?
Do all the instructions on the Basic Goo form still go on when you are morphed into another form?

and I think that's it. It's actually relatively clear.

Squinshee
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Thanks for taking the time to

Thanks for taking the time to read what I have! It's really cool that you want to try what I have. Unfortunately, it's still probably too early, as I have yet to playtest it and finish the Goos I've started. Predict Goo is the only one that is 'finished.' I posted this here to see reactions from you guys and to judge how coherent it is. As far as your questions:

• If two attacks have the same speed, they hit at the same time.
• Transform Goo has an additional Decision card in hand with three options: Morph Action Spikey, Morph Action Gooey, Morph Action Hard. If you select one of these, it let's you morph into a different form AND use an action from that form. Each form only has one Morph Action, but it gives Transform Goo slightly more versatility. In the hierarchy of timing, it happens last. Regular morphs first, actions second, charge third, and then Morph Action last.
• Since Transform Goo isn't at all complete, I haven't chosen which actions are Morph Actions. When I finish working on it, it should be clear.
• Tweaking Mega Focus - and a lot of the game's numbers - is the most daunting task at hand.
• Energy isn't a huge focus in the game. It's something that'll need tweaking, but almost every action will net you energy of varying amounts. This way I can have strong attacks that net less energy and weak attacks that net more. It opens up design space significantly, allowing for more interesting effects. Each Goo starts with 0 energy.
• The effects on the Basic Goo forms grant each of the three forms the same powers. I look at the three forms (Spikey, Hard, Gooey) as a Goo's COMBAT forms while it's Basic form is it's everyday form. It's there to make each Goo more unique, playstyle wise.

Thanks again. I hope this clarified some things.

Squinshee
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I thought of something that

I thought of something that worries me about my design. The purpose of charging is to gain a solid amount of energy when your opponent morphs, which lets you access your Buffs sooner. However, once all 3 buffs are active, I feel as if charging loses a lot of its purpose. I playtested a prior design that had actions cost a lot of energy (thus increasing the importance of charging), but it felt very restrictive and way too predictable. This new reworking might make the game better, but the end-game might suffer.

XerxesPraelor
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Re: Energy

I didn't realize you got energy from attacking. It seems to me like as long as you get a reasonable amount from actions, charging won't be useful enough compared to the risk. Maybe there should be something else to use energy on?

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