A Race Game Without Dice

This is a racing game to see which player can advance more steps. Most of the games I have made independently before are designed with the game system in mind after getting inspiration for the game content. But this is almost the first game where I consider the game system before the game content [such as the plot, visuals, sound effects, intuitive content, etc.]. I have to say that this design order is similar to designing the game from a player’s point of view. So this time I choose to start from the game system, I want to try to fill the flesh and blood of the game system under the premise of having a perfect framework or skeleton. This game design process can be said to be the first time since I started to study game design, I stand in a new and clear perspective of game design as a discipline.

The game system is divided into several categories, characters, levels, and replacement variables. The main text of the game is not only luck but also the calculation of the resources available to the player. The game ends when the player runs out of HP.

Players can advance one step for each win in this game. The system deals four cards at random after each new turn.
The card library contains event cards and cursed treasure chests.

Event Card

There are four types of event cards corresponding to each ability on the character card. Players need to analyze whether the current event matches their ability from the information on the card. Each event has a difficulty factor in it. Players need to repeat the numbers from 1-6 and add them up according to their ability value. The number cards need to be reshuffled after each extraction.

The event cards also contain different buffs and debuffs, but they are not the same as the buffs and debuffs drawn from the cursed box. They are not portable and will only have an effect on the room the player is currently in. If the player enters a room. The debuff of the room is cold. It will randomly cause a -1 to constitution and willpower points. The player happens to be carrying the buff: Torch, which cancels out the cold.

Curse Box Card

The contents of the curse box are divided into debuffs and buffs that can be carried as shown above. Forced acceptance.

Store Card

The store card feature requires mandatory acceptance by the player after extraction.

Role: The role is chosen by the player when he enters the game, and each role has its own good ability value. Ability values are divided into four categories: willpower, insight, combat ability, and physical strength. The event difficulty test ability value. The buffs and debuffs that can or cannot be carried will have an impact on the ability value, they can make up for the shortcomings but can also reduce the strength of the character card.

  1. Levels: There are two room types under levels, event rooms and cursed chests, which are placed in the same pile. Each new round players need to randomly draw four cards from the pile and choose a room to enter. The presence of Cursed Chests turns these four variables into a currency that can be circulated to each other. The conditions of the Cursed Treasure Chest are mandatory for acceptance. So Cursed Treasure Chests are more of a test of a player’s luck.
    The event room tests the player’s various abilities, and the player can analyze whether the current event room is their area of expertise from the front of the card. If you do not pass the test of the event room, it will subtract the player’s blood. The plots in the room will produce buffs and debuffs, which are all interoperable.
  2. replacement variables: divided into STA, HP, can carry or not carry buffs and debuffs. the player will consume one point of STA for each action.

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