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April 5, 2018

LOSING

OKAY, I'M SUPER EXCITED ABOUT THIS!

LOSING THE GAME

I've been thinking loads about what Evizaer said on the good goals game design thread about the goal being hard to achieve. In CUTE FRUIT you could win sometimes by just playing randomly and I could never put my finger on why this was. All this was in my snake head when I was working on the new game so I made some criteria as I went:

  • The game system should always be striving to lose

  • The game should always be 5-10 turns away from being completely lost

  • You can't win by playing random moves

  • You can't win using the same strategy each time

So this is where the growing red zone comes from, I'm trying to create a system that is trying to win the game, without making it unfair. Right now it grows slowly 1 tile in a random zone every 2 turns (connected to the current red tiles in that zone). If the zones red number is higher than 5 that zone is lost! Lose 2 zones and the game is lost.

What I'm trying to achieve with this is in their first few games a new player might say something like this

 AGHH THIS COMPUTER GAME SYSTEM IS SLOWLY GRADUALLY MAKING ME LOSE, THIS IS LIKE A BUILT IN LOSE TIMER IN THE MECHANICS OF THE GAME!

Then after 3 or 4 matches something like 

AT FIRST I WAS TERRIFIED AND TRIED TO FIGHT THE RED TILES, BUT NOW I SEE THEY ARE JUST DOING THEIR OWN THING, IF I PLAY MY CARDS RIGHT I CAN RELY ON THEIR HELPFUL QUALITIES I CAN JUST HANG OUT WITH THEM AND SEE WHERE THE MATCH TAKES ME.

Either way I've learnt a lot this week and feel really motivated about the game, which is super nice.

This week I'm trying to get the win state in the game while also learning and implementing how resources will work in regards to the late game. My goal is to have a playable build for patrons next week :D

Thank you so much for supporting me and welcome to all the people who subscribed this week <3

And shout out to Brickroad, Vivafringe and Keith for chatting to me and helping me work out stuff with the game :D

I love you all,

Happy Snake Games

p.s there's tons of weird stuff in that video so feel free to ask questions or make suggestions for the game here or over on my prototype thread here.

PROTOTYPE UPDATE (YouTube)

Comments (2)

K
Keith Burgun · April 5, 2018

This is super awesome! What a great update. Also I think the 5-10 thing probably is more of a "guideline to keep in mind" rather than like an actual hard rule. But I guess that's true of all those things. Also "5-10" really depends on the "size" of your turns. Like in Escape the Omnochronom turns are really tiny so that might not be a fair requirement for that game, but yeah - the spirit of it is totally true.

H
Happy Snake · April 6, 2018

Oh yeah 5-10 turns is for this game only, but the idea of picking how many turns is for all my games :D Originally the game was only going to be 30 turns but now 60 turns is where stuff starts getting good