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Single player games

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Tedthebug
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Hi all,
I've decided to try & design a single player game while I have a break from (unsuccessfully) balancing an asymmetric game - both in the name of pushing myself out of my comfort zone. I've had a look around & they all have clear win/lose conditions but the game I've developed so far is more along the lines of a logic puzzle. At the moment every time I try to set up a 'level' I get distracted & just keep playing until I die. My daughter does the same thing (it is her favourite game that I've designed).

Game so far:
You are the mighty Captain Turducken, protesting at your local supermarket against the sale of poultry products. Using your unique abilities to turn into a chicken (attack), duck (movement) & turkey (blocker/freeze shoppers in place for a limited time) you need to attack those shoppers carrying poultry products so they flee while letting shoppers not carrying those products pass through to the checkouts.

What I do is roll a d3 to determine the number of shoppers each turn & a d5 to determine what register line each goes to. The shoppers are randomly drawn from a bag.

What I'm wondering is, does a game need predefined levels or can it just be "here's the rules, the bits & pieces, & the randomisation rates. See how long you can last"?

Thanks for any advice/comments,
Sean

Tedthebug
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Would having targets to achieve be enough?

Someone here just suggested leaving it random & having goals like get 3 innocent shoppers to the checkout, scare off 5 poultry purchasers etc.
Would the be enough of a player goal to aim for?

let-off studios
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Time Limit, End Boss

One thing you hadn't mentioned yet was the notion of a time limit or deadline in which to accomplish your goals. Many successful solo games use this as a way to apply pressure, add tension/immersion, and supply and end-game state for those players who happen to be dragging their feet or over-thinking/over-prepping their turns.

It may benefit your game to come up with several failure end-game states, and running out of time should be one. The classic Chainsaw Warrior uses this to great effect. "One hour to save New York...Can you do it?" The more recent, well-received Hostage Negotiator also uses a timer. When the Terror deck runs out, the failure gauge continues to rise and will most likely lead to a failure end-game.

Finally, you can have an "end boss" type encounter. Not sure how you thematically want to present this - like Captain Turducken's nemesis, Butcher Boy - but another recent solitaire game called Deep Space d6 has a final boss made up of several encounter cards connected together, available once the player has cleaned out the rest of the deck. Chainsaw Warrior uses the end boss "Darkness" to present a final hurdle for the player, defeated successfully only with exclusive types of equipment - that could easily be stolen or destroyed along the way.

Hope these suggestions are useful...Incidentally - as a vegan - I think your game idea is excellent. :)

Tedthebug
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Thanks

I've heard a lot about hostage negotiator & watched some play throughs. It's on my Xmas list for this year. I haven't heard of deep space so will go look that up now.

Maybe I could have a couple of bosses, butcher boy sounds interesting & I could throw in a mascot marketer as well. I will also look at a timer before there's a red light special & a rush for the register.

Thanks for the ideas.

Games Design Re...
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Re: Single Player Games

Hi Sean,

I am an extreme newbie here but just had a few thoughts that you might consider.

How about replacing the d3 and d5 die rolls with a deck of cards containing various shoppers AND register line(s) to go to? (i.e. 2 shoppers, register line 3 an 5)

Maybe you could use the running out of this deck as an end game event.

Also you could maybe introduce extra cards like "Register 3 Closed", "Register 2 Needs Assistance" (would need to think about further game rules for these though.)

Just some thoughts.

Tony

Tedthebug
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Interesting ideas

Thanks for those Tony,
I'm still new myself, I only got started in this in January this year by accident as I designed & made a paper prototype for a pass & play iPad game & everyone that tested it nominated a physical version as their preference.

The card idea is funny because last week I started using a deck of cards with 2 #s at the top half, one is the number of shoppers & the other is the number selection for where the shoppers go. The bottom half will have 5 #'d rows contains 3 numbers for aisles that shoppers go into. You draw a card & that is the # of shoppers to draw from a bag & the second is what row of #'s to place them in. You then draw a second card & this is the card that you use to determine what aisles to place the shoppers on by going to the row # that matches what was in the first card.

The closed register idea is definitely worth considering. It will need some playing around with but I think I can make it work logically without causing to many issues. Famous last words, only play testing will tell.

For end game I was thinking a set # of shoppers safe or let 3 poultry buyers past. Adding the 'survive the deck' option would give the player that extra win condition to aim for so is definitely worth looking at.

Thanks for the ideas, good luck with your (return) foray into game design.

Sean

Ty_the_Scribe
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Time Limit x 2

Hi Sean,

This was the first thought that came to my mind, too:

let-off studios wrote:
One thing you hadn't mentioned yet was the notion of a time limit or deadline in which to accomplish your goals. Many successful solo games use this as a way to apply pressure, add tension/immersion, and supply and end-game state for those players who happen to be dragging their feet or over-thinking/over-prepping their turns.

Time constraints are an interesting mechanic that can really rev up the tension in a solo game. Hostage Negotiator executes this mechanic very well, along with Robinson Crusoe (maybe a little too well). Play the latter solo and you'll be on pins and needles the entire play session.

Just a head's up ... Deep Space d6 is available as a free PnP on BoardGameGeek. You can also download it from the Steam Workshop for Tabletop Simulator.

Love the concept of your game! My mind keeps wanting to combine all pieces of poultry to create a Super Turducken that gives you a one-time-use special ability (I'm thinking Captain Planet style. Ha!)

Tedthebug
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Thanks again

I had a quick look at the space one & will definitely go back to it.

At this stage I've just made up 15 cards to replace the dice rolls, 2 cards lay side by side to make the play area & coloured meeples for the characters. It's confusing for the player character but I will keep play testing to see what is happening & look at the stats for average games & decision points. Hopefully with consistent gaming I will get enough to help me start dropping in the suggestions to see what fits & what works best.

The turkey is really useful but I'm finding that I'm just not using it. This is an issue with me & my thinking so I will be trying to force myself to make use of it more so I can get a rounded test sample.

Thanks for the interest.

Ps, you could make a Franken-turducken. Some farmers are using GM to combine the best bits of all the poultry & they mutate & go wild

let-off studios
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Why Go Turkey?

Tedthebug wrote:
The turkey is really useful but I'm finding that I'm just not using it. This is an issue with me & my thinking so I will be trying to force myself to make use of it more so I can get a rounded test sample.
Allow the player to do something beneficial each time they use the Turkey:
- earn VP that increases their end-game score
- earns them a single re-roll token, usable when determining customer types or aisles
- each use charges up an energy meter of some kind that activates a special attack/move/tactic when it's full

There are lots of ways to use the Turkey, especially if it's more distinct from the other two actions/forms the player can choose.

Tedthebug
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Interesting ideas

Thanks for those suggestions, I'll add them to the list of things to test.

Currently the turkey will freeze an aisle for 3 turns, giving the player time to take out 1 or 2 shoppers or position themselves to pick the poultry shoppers out from between the normal shoppers. My issue is that I keep wanting to take a shopper out each turn & forget to make use of the turkey to buy myself more time. But, since this is still in really early prototyping any & all ideas are welcome & none of my original ones are sacrosanct :)

Sean

Baarune
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Just a couple of ideas/

Just a couple of ideas/ comments i thought of while reading this.

Running out of cards is a more easily balanced method of timing. The game will end after 50 cards instead of 15 minuites ensures that the player definately has enough actions to complete the goal, whether they are a slower player or not.

I would put the customer cards as the deck. You could state on each card which card is going where (till 1/ shortest queue) each turn draw 3 customers. I dont see why additional round cards are needed as customer distribution would be well balanced.

These customers could all go into the same queue or spread out. In some cases overwhelming the player randomly.

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