Golden Game Barn

Creators of Fine Digital and Dice Based Games

Month: November 2014 (page 2 of 2)

Shaken, Not Poisoned Initial Design

G’day there you.

So I think a good place to start is what the initial flash of inspiration that caused me to think of this as an idea.

Imagine you are a spy in a ballroom. You know that someone out there is going to be attacking you…

You keep your cool, dancing with your saucy dance partner, when suddenly, an evil agent comes out of the shadows and throws a knife at you!

You were dancing close enough to the buffet dinner to quickly grab a steel tray and block the knife from hitting you, grab it out and throw it right back, killing the agent in a wink of an eye, and nonchalantly resume your dancing.

How did that feel to read? These are the feelings that I’m trying to put into this game. In the game, the evil agents are the other players, all working towards the same goal. To be the last spy standing.

The main ideas I have here are:

– A circular board, made of several cards, such as a bar, a grand ballroom, a casino room, a server room, a research lab, a helipad,  etc.
– Your spy is infiltrating a mega-corporation while it is celebrating it’s 50th year anniversary.
– Your goal is to make it into the server room in the center of the board, grab the data in there, and make it out with out the other spies killing you by laying traps or attacking you directly.


Even writing this out seems like it could be a very complicated game. A simpler version could just be within the ballroom, and the ballroom has a bar.

So each player has a male spy and a female spy, a target they are trying to take out, and two targets they are trying to protect.

If your target ends up being one of your own spies, you dont have to worry about being attacked that round.

All the spies are dancing in a circle.

Each turn,  players can choose to move one of their spies clockwise or anti clockwise to switch dance parties.

After all players have had their turn, everyone can make their attempts to kill spies next to them.

If a spy is dancing with their protector, the protector will block the attack.

When an attack is made, the player that kills the spy gets a point. If the attack is blocked, the player that blocks the attack gets a point.

After an attack is made, players return their target cards to be shuffled and redistributed.  The first person to 5 points wins.

I’m playing around with the idea of having spies go to a bar to pick up drinks as cards, and players can leave poisoned drinks in the card pile, but I don’t know how that would work so far. Maybe players have to pick up a drink when they go past the bar? Have a buffet dinner section that can block a certain number of attacks? Or does all this just detract from the game and make it more complicated?

Well, that’s all I have for now. Hope to hear your thoughts!

The votes are in!

G’day there you,

So the votes are in, and it was close, but the winner is…..

Shaken, Not Poisoned!

I have begun work on the rules now, and I’m hoping to have something you can print and play by the end of the month.

I’ll try and put my thoughts about designing the game online as well. There should be some ideas going up soon.

Thanks for voting!

Today is the 2nd last day to vote for the next free game!

G’Day All,

Today is the second last day before I start work on the next free board game. Hopefully it’s the one you want. If not, invite more people to vote for the one you want!


BodyHuggers now works with Controllers

G’Day there,

Even if a free game is out, it doesn’t mean that I’ve totally finished working on it. There’s always things you can do to make things better.

So I’ve added support for Xbox 360 controllers on BodyHuggers. Since it’s two player, it seemed like a good thing to do.

You can download it now.

Here’s the controls:

  • Left on the D-Pad: Move the alien left.
  • Right on the D-Pad: Move the alien right.
  • Up on the D-Pad: Go through a door.
  • A: Start game, move through menu screens.


14th Of November is deadline for FREE GAME voting!

G’day you,

If you haven’t voted for the next free game I make, I reckon you should do it now. Why? Because this Friday the 14th of November at 12 noon EST is the closing time for votes in the poll for the next FREE game I make.

So click here, read the free game ideas, and vote!


October Monthly Update

G’Day you,

Gosh, I’m pretty late on the monthly update. Going to have to try and remember what happened last month.

  • BodyHuggers was released for free. So far it’s been downloaded about 50 times. I’ll have some news about that very soon too.
  • After the Crash has been updated, and I’m happy to say that it is very close to being ready for release.
  • The GUI for Regeria Hope is complete.
  • I might as well include of of November’s work in here too now. Sounds for Regeria Hope are complete, by AC Mendes. Everything is looking good for the first episode to be released by December.
  • I’ve been able to package Regeria Hope into an Android game. So I’ve been trying it out on my phone, and it looks amazing.
  • I’ve been playing around with Twine, so maybe there will be some news about a new game using Twine soon.
  • Voting for the next free game has begun! Please vote for your favorite!

So yeah, a fair bit of work has been done! Now to get back to working on more games for you people out there!

Meaningful Choices: Twine Games

G’Day you,

It’s been a while since I’ve written about choice in games, so it’s time to fix that. Today I’ll write about Twine, why it’s a good, easy (well, easier than creating art/animations/voices, etc) way to introduce multiple choices and story-lines into your games and could possibly be a good way to prototype your choices in games.

But first, what is Twine? Remember choose your own adventure books? If so, great! If not, I’m old. Anyway, Twine basically allows you to write a choose your own adventure book (like the Give Yourself Goosebumps series) and put it on a website.

Here’s the best part: It’s super easy to get started, and super easy to put choices in. You basically just create html links, and write a story. There’s an excellent tutorial by Auntie Pixelante here.

So how does this relate to choice? Now that all you have to do to make choices in your story is by making more story, then the only thing stopping you from putting choices in is your own imagination! You won’t have to worry about players missing out on a character in the game, and missing all the sound effects, art, and animations developed for that character, because the character will come to life through your words, and your player’s imaginations.

There have already been some very powerful games made in Twine, and here are a few examples:

  • Workers In Progress: Topical! A game where you try to turn around the economic collapse of Greece by acting as the collective consciousness of the Greek working class. Interesting if you are into economics, or want to learn about the Greek political system.
  • Depression Quest: While fairly heavy handed on what it prescribes to fix Depression, playing this game is interesting, mostly because of the way choices are taken away from you. The underlying message is that someone without depression (or in a better state of mind) would be able to make those choices. Interesting to play from a design perspective, and it’s good to get an idea of what depression is like for some people.
  • Horse Master: Gosh, just looking at the beginning, you’d think it was a silly, funny game, but this gets crazy dark.Not going to spoil it, but it’s totally not what it seems. Be careful which horse you choose.

The best part about all these games is that they are quick enough to replay to see what other choices do in your story. Maybe that’s a good case for keeping a story shorter if there are many choices in the story?

I think that’s enough rambling on for now, hope you enjoyed reading this, and let me know your thoughts in the comments below!

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