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Robot battle flick em type game

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jedite1000
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FLICK.png

So, after watching a video of catacomb and castles i came up with an idea of my own type of flick em game

So there are 2 sides and 2 robots, both robots are the same by default, Both sides have a 4x7 grid but with both together the board is 8x7. Both players use the same board.

The aim of the game is to flick your robot hand at the opponent's core. once it has been hit 3 times, the game is over and the player's core that got hit 3 times loses. However, it won't be that easy to hit the core as the opponent can move their robots limbs to block.

There is also shop cards which ill explain later

So here is an example set up

To start both players move the robot's limbs into the default position, the first player cannot attack. Once per turn a player can move the robot's limbs into any position on the grid board, however, the robot's arms must be connected to each other as well to the robot's core and weapons. all robot parts can move horizontal, verticle and diagonal on the grid. The core must remain on its default grid at all times which is on the middle bottom grid.

Next is the shop deck, at the beginning of the game the shop deck is shuffled and placed face-down on the field, a player then draws 4 cards and place them next to the deck face-up, this area is where both players can spend their gold to purchase upgrades for their robot. once a card has been purchased replace it with a new shop card by drawing it from the deck

The items a player has purchased are placed face up on their side of the field, a player can only have a maximum 5 cards on their side, however, you may replace a card you have with the one you purchased recently. the cards that have fulfilled its purpose goes to the discard pile.

The weapons that are attached to the robot's arm ball is the one you will be using the most. on your turn you can flick your robots arm towards the opponents robot, however there is a penalty, you cannot flick so hard that the opponents robot will go flying everywhere messing up the game, if you do that, you will end your turn imedietly, you will need to flick it with just enough force to just tap the opponents monster which will equal a hit.

Both players generate 1 gold per turn and hitting the opponent's robot parts also generates 1 gold, you may spend your gold to purchase a shop item from the shop deck. Here are some examples of items you can purchase

Gunner
This replaces one of your robots weapons. There will be a physically accessory that can replace your current weapon. The gunner is able to attack twice per turn, so you can flick your weapon twice

Shield
This replaces one of your robots weapon which gains an extra defense, however, the weapon that is repaced by the shield cannot attack. For example, if you wish to protect your core, you can move the shield weapon in front of your core, however, the limbs attached must be moved with as there cant be an empty grid from the weapon to the arm.

If your equipped weapon has been damaged, you must remove that weapon piece and return it to the accessory pile, you must wait until your next turn to be able to attach your default weapon back onto your robot. a robot without any weapons cannot attack.

The robot's arms can also be attacked with only 1 life, if the opponent has hit one of the arms, you must flip that arm piece over to its destroyed side, after that, the side that is attached to that arm, cannot move and cannot attack, you must wait until the end of your next turn until you can flip the destroyed arm back over to its good side making that limb moveable again.

This is all i have come up with, all due to change

jedite1000
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So this isn't worth pursuing?

So this isn't worth pursuing?

questccg
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Sounds good to me!

jedite1000 wrote:
So this isn't worth pursuing?

The idea sounds original... But the point is, you need to go from "idea" to "prototype" to "rules" to "art" to "publishing?".

Having an "idea" is not enough to make a "successful" game.

What is WORTHWHILE pursuing is YOU making a "prototype" of THIS game and PLAYTESTING it FOR REAL.

Then and ONLY THEN, will you know if you have a "winning idea" or something you should shelve. Ideas most of the time sound so GOOD... "This is innovative, that is new, etc." But if the game is, ehhmm, shit well then you'll know that. And that's because IDEAS just miraculously all seem to work and make sense. Then when you start building a prototype, you realize you have Problem A and Problem B... All of a sudden the "idea" is going to need "work-arounds" or "other solutions" because of those problems.

And in the end, what you end up with is a "prototype"... Hopefully it went smooth enough to make the prototype. And that there are no weird rules (as part of the game).

Then you get the ULTIMATE TEST: you play the game YOURSELF! IS it GOOD or is it BAD??? Only your playtest will determine the answer.

Cheers!

jedite1000
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Ah yeah, i only mentioned it

Ah yeah, i only mentioned it cause thought no one was interested in it since i posted this yesterday, and haven't gotten any responses. It is different from my usual card game ideas

questccg
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"TradeWorlds" took over 20 prototypes!

Even with my own game, early on my prototypes had "good ideas" that just didn't mesh well with "play time" and "downtime", etc. It took over 13 prototypes before I went to Blind Playtesting. And then after about 8 more... So over 20 prototypes to make the game in its present form.

I can tell you about some "good ideas":

  • Early on I wanted starships to have SHIELDS. That took too freaken long to play.

  • Also I wanted the BUYING to be 2x the Trade value. Took forever to build up your deck of cards.

  • etc, etc.

Just things that I thought were "cool" but didn't work with the game.

jedite1000
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Yeah there will be a lot of

Yeah there will be a lot of testing but if no one is interested in playtesting it with when the time is right to play test with other players, it usually ends not being tested at all and i have to put the game on hiatus, just like my previous card game (the grid movement card game), it was really close but i wanted little more testing but ended up having no one to play test it on TTS.

Mistakes i make is i make games i like not what type of games people like to play and are popular. reason i stuck to card games as i am into card games especially tcg ones

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