These are my prototypes, little more than a proof of concept they are functional and can be “played” in their current form. Having said that they aren’t the prettiest and are little more than a Primary Gameplay Loop.
I am currently only able to devote my spare time to creating Games as most of my time is taken up by my day job. As such I wouldn’t expect major development on these except for once in a blue moon, unless there is significant interest. Having said that I have only included below the Prototypes that I am personally invested in and still keen to develop. (There are plenty of others I have made which aren’t here for various reasons) So if you see a game here you like the sound of your feedback will have a direct result on it’s development.
Greedy Dragon
Concept:
You play as a tribe of Kobolds with a rather greedy Dragon living in your den. The Dragon will demand items from you and if you don’t get them in time then your poor kobolds might just get roasted!
Gameplay:
By assigning kobolds to roles you grow your tribe, scout nearby locations to raid and have your Shamans study both the items retrieved as well as the words the Dragon speaks to find out what the dragon is after. (After-all dragons don’t speak kobold)
Current Development:
This game is currently in a “Find the Fun” stage, my vision of the core loop is in place but enacting it is not satisfying or fun. Currently I am tweaking the systems in place to get the feel right and make it the Action Management Game I envisioned. Current planned tweaks are to speed up the timers on everything, improved Dragon fire pathing and add the option to feed the Dragon kobolds instead of the item to buy time. After that the game will likely need a fresh set of eyes to playtest it.
Untitled Viking Co-op Deckbuilder
Concept:
Inspired by digital games like Slay the Spire and physical games like Battle for Greyport you (and your friends) play as vikings exploring the unknown edges of the world. Each location will be full of enemies to overcome together, with options to buy/find/remove cards from your decks to form synergies together to beat the World Serpent.
Gameplay:
Each player is given a boat which is effectively their health, each location has a different focal point which will need to be conquered. At the start of a location enemies will board each players ships, and then play will proceed in turns with each player being attacked on the end of their turn. Players however can play all their cards out of turn to support each other (no boring waiting for your turn)
Current Development:
Of all the titles on this list, this is the game I am most interested in working on. I play a lot of Magic: The Gathering and Slay the Spire and feel the concept of card based actions a expansive one. Each card is it’s own self-contained mechanic which can then be built together to form something better than it’s parts. This allows the players a lot of freedom in how they play, improves replay value as they try different combinations and has great expansion potential. However most of these are individual affairs (either solo or aimed at 1 vs 1 play) I hope to explore a more collaborative multiplayer version.
Currently this game is in a technical stage, where the networking, card interaction and control as well as deck controls (shuffling etc.) are all in place. And while I have a very robust roadmap for this games development unfortunately at this time it is too ambitious a title for me to make any meaningful progress when trying to fit it around my other commitments. This will very much be progress by chipping away at an iceberg with a needle.
Mega Mech Mates
Concept:
Initially created as a way to sharpen my networking skills in this game you and upto 3 others play as pilots of a mech fighter, with each player controlling a section of the mech. Communication is critical to defend from attacks and target weak spots to bring down your foe. Inspired by Spaceteam as well as a desire to get people to yell crazy sentences at each other like “He’s charging his Void Thruster 3000!”
Gameplay:
The game is split into roles and intended to be played over a local connection. Players being able to freely speak to one another is a fundamental part of this game. Each player chooses a seat to sit in (seats can always be swapped at any point) which will determine their role.
Head: Can see the enemy and will shout out attack patterns and exposed weak spots.
Chest: Has the computer database and can input info received from Head to find out the best responses to provide to the rest of the team.
Arms & Legs: Control attacks and defenses, following the information from the head, which is decoded by the chest. These two then need to choose and time the best attack or defense.
Current Development:
This game works and is in a playable state, everything is in place along with branching enemy paths with different levels of compounding difficulty and scoreboards. Most of what this game needs to be in a state for playing outside my local groups is improved User Experience and more variation.
As this is very much a local multiplayer game it became hard to test and develop during lockdown so I have had to put it’s development on hold, instead I created the Mage The Awakening app to support my players in a campaign I was running and having been working on my current project an Idle game about Hobos and their love of Pigeons.