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Want to test a quick FPS solo game

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mads b
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I have designed a small solo first person shooter board game which I'm planning to make available for free download via Boardgamegeek. The story is shallow and unoriginal, currently I have no titel, I'm obviously inspired by games such as Doom and Zombie in my pocket, the graphics are a bare minimal, but nonetheless I do believe it's a fun little game that offers tension and some tactical choices.

That is, however, just my opinion. What I need is the opinion of someone who is not me nor a friend of mine. And this is where you guys could offer invaluable assistance.

The game is 9 A4-pages including rules and can be downloaded as a zip-file through the link below. You'll probably need to print 5 of these pages on either thick cardboard or laminate them, but a colour printer isn't really needed.

Apart from that you're gonna need the following:

* 5-8 D6, 5-6 D10 and 5-7 D8 - something every geek should have in his game closet.

* Counters or minis to represent three different kinds of aliens and a marine. I use minis from Risk 2210, Innsmouth escape and Zombies!!!

* counters to represent health and ammo. I use the small cardboard counters from Zombies!!!

* pen and paper (to track turns in one scenario - there's not much book keeping otherwise)

What I really want feedback on is the core game. Is it fun? Is it engaging? Do some elements clutter the game? Can you point at some obvious flaw? And most importantly, could you imagine yourself playing it when you need a quick board game fix?

I hope you'll be willing to take a look at it and maybe give it a try. A game should take 10-25 minutes depending on how quickly you die :-)

And the link is here - just right click and save as.

http://www.madsbrynnum.dk/files/FPS.zip

Thank you!

mads

Xane
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Joined: 03/04/2009
I think it's corrupted

I think it's corrupted. I can't open the zip. Tried re-downloading too, no luck. Try re-uploading it.

mads b
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link fixed!

I think you're absolutely right. File is re-uploaded and should work now. It's a small file btw - only about a 100 kb.

Thank you!
mads

Xane
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Joined: 03/04/2009
Welp

Quick rundown on what all the icons are, tell me if I'm correct, and then tell me what I missed.

HK=Hunter killer,
AM=Alien marine,
ST=Shock trooper
H=Health
AM=Ammo
HG=Hand Gun
PR=Plasma Rifle
PG=Plasma gun

Edit:

Printing off everything now, For now until I hear the official rule, I'm saying whenever I land on a weapon I gain its full capacity of ammo, and then every time I land on it from when I first got it I'll gain one ammo.

mads b
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Rules questions

You're absolutely right on icons except that AM is only Alien Marine (I will find better names for all the aliens, guns and so on). But I think there is a reference card with all this on also.

Concerning weapons that is a very good question that should be specified in the rules. But basically you start with all three weapons and the amount of ammo specified on the plot card you choose. And when you land on an icon you gain either one ammo die for the relevant weapon or 1 health.

Xane
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Ah, I just found the cards.

Ah, I just found the cards. They were the missing piece of the puzzle. It makes so much more sense now, thank you.

I finished cutting everything out, I'll try it some time later today once I find the time, and my dice :P

Xane
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Joined: 03/04/2009
First game I died three rooms

First game I died three rooms in. Second game I died six rooms in. I'm being too conservative with my ammo. I'll update this post once I finish a few more games.

mads b
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dying

Wow. I usually make it quite far in and have actually won a few games.

Mostly, btw, I've played the "escape" scenarie. I find that if you don't have a time limit you can optimize your movement by moving to a door, waiting for next turn and then enter fully "loaded" with movement and that can be a bit unsatisfying. If you can pull it off, that is - it depends on whether or not you clean out the tiles.

On a different note I'm thinking of a third scenario/plot entitled "survive" where you have to survive a number of turns in a base that is - I think - laid out beforehand. It will require some extra spawn rules, but more on that some other time. For now I need to get the basics to work.

Xane
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How are you playing the

How are you playing the aliens? I'm making them be as smart as possible, not blocking the other aliens' shots. Also, with line of sight, as soon as I enter their line of sight on my turn, they activate right? Just trying to get more info because I still haven't gotten beyond 6 rooms.

mads b
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aliens

Yes, I try to play them as intelligently as possible. But even though, you should still be able to outrun them - which you should do sometimes in order to pick your battles. And remember that you can block grates by standing on them.

Concerning Alien Marines they are, as you write, activated when you move into line of sight. But they do not move until the alien turn. In other words they're not laying traps for you. The activation rule is in fact just a way of ensuring that the different aliens don't move the same way. In my first playthroughs all the aliens would just shamble towards you which made for a game with almost no tactical decisions. But that being said I will consider making even bigger differences. For instance I could "borrow" (ie. "steal") a rule from Doom: the board game and allow Hunter-Killers to move through grates making the already spawned monsters even faster.

Happy gaming!

mads

Xane
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I finally beat it! It was a

I finally beat it! It was a gather intel game. I had to go through all the tiles except for three. I found the blue door first, then had to look for the key. I ended up with 1 hp, and 2 ammo for all the weapons but the plasma which ended up with one. I loved the final room, with one hp left, and I had to stop by both the grates. It was pretty scary knowing my entire game would end in defeat or victory, and it all depended on two dice rolls.

Like my friend said who was watching: It needs to be co-op before he's buy it, he also said just make it more unique. You need bigger rooms, more variation, more opponents, more weapons and weapons that act different. Just try to make everything be more epic.

mads b
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Thank you for your comments -

Thank you for your comments - sounds like you've had fun playing it.

I think the idea of adding variation is a very good one. Because, of course one should have different weapons with, for instance, area effects (grenades or such), and more aliens that actually act radically different (like stationary turrets, swarm bots that do little damage, but hinders you, boss monsters etc.) plus extra event cards will do a lot to add flavour. But also, I'm afraid, more complexity. So I have to find a balance between upping the epic feel and still maintaining a quick and relatively simple game.

Concerning room size I also think you might be right. As it is, the rooms don't require that much planning and bigger rooms would - I think - make them harder to navigate. But again it has to be balanced against the fact that the tiles need to be easy to handle while the squares can't be too small. I'll look into it - your suggestion is sound.

Finally concerning co-op, publishing and so on. From the beginning the game was meant as a free solo print and play game. The inspiration comes from - among other things - the quite succesful Zombie In My Pocket that can be downloaded from boardgamegeek.com. It's a cool little game, but for me it was a tad to light and sorely lacked dice. That being said Zombie In My Pocket has just been published in a beefed up version that also supports multiplayer, but for me the priority right now is making a game that's fun to play if you need a quick board game fix. I hope I'm on the right path :-)

mads

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