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Island Survival game - Impressions?

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Takedajosh
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I've been thinking up this idea for a game. It is a survival game set on a desert island.

Each of four players takes on the role of a castaway on this island. The game takes place over a few days during which players have to gather resources including fuel for their fire and food for energy with the goal of getting off the island by any means: Building a big enough smoke signal, building a radio to call for help, building a raft, message in a bottle... Each of these holds a different probability of attracting help or providing salvation. I think I have a cool idea for how this will work!

They also discover unique items that often have one off uses or can be combined with other items to create special items. eg, a flash light might be useful only as a make shift weapon on it's own, but combined with batteries it becomes very useful at night time.

So the island is 9 modular tiles laid out in a square. Each tile is split into a grid of 5x5 squares. Every tile has a unique characteristic and name, eg. Pirates Cove or Smugglers Bay (cliche I know, just examples.)

Each player chooses from one of six characters. Each of these starts with one or two items of their own to give them a distinct play style, and varying stats. Every player has an Energy level, Strength value and an Agility value. So one Character is a big brute, with a high strength, but low agility etc. On top of that every character has a unique ability like spending half the energy to travel further...

On certain tiles are one or more "Explore" icons displaying a number. These numbers each refer to an off board deck of item cards. When players reach an Explore icon they can search through the deck of cards numbered to match that spot on the board. Seeing as players can only carry a few things at a time they might also leave a few things behind to lighten their load, with the intention of returning to collect them later. Of course if another player beats him to it...

Basic resources like wood and stone can be collected from anywhere with the right terrain on the island if the player has the right tools. (axe for wood from trees etc.)

As these characters spend their turns travelling around the map day slowly turns to night by means of the time dial. When night falls players make sure their fires are stocked with wood and they are in the protection of it's glow because all sorts of creepy monsters roam the island at night.

At night everyone draws from the monster deck - a deck of cards detailing different monsters and their strength and agility values, and their spawn point. Then each player spawns their monster on the board at the right spot and take control of it to hunt down the other players. They have a combat penalty in the light so players who stay by their fireside are safer, but those who venture out to collect fuel etc. are at risk.

As the game goes by Event cards are drawn. These could be avalanches - blocking off parts of the island, or crates washing up on the island full of unique and sort after items.

I think the coolest part of the game will be the social aspect. Players can form alliances and go for a team victory but risk betrayal, or they might go it alone. Some events might require team work to undo their effects, like an avalanche may cover one of the Explore icons in a large boulder which can only be removed with the strength of four people... Stuff like that.

When players do meet up on the map, they can trade and negotiate as they please. The may even enter combat with one another. I have what I think is a really fun, simple and thematic real time card combat system for this.

My thoughts right now are that players can't die until the last day or so, rather only be paralyzed by hunger or exhaustion. But after that players can die of hunger or exhaustion or in battle or whatever leading to a last man standing victory at times I guess.

Thanks for reading, I'd love to know what you think, good or bad.

donut2099
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I was coming up with ideas

I was coming up with ideas recently and also thought of sone type of deserted island scenario . Didn't do anything to flesh it out, but I think it would be a good premise for a game. Your idea sounds like it might be a little more complicated than I would prefer. Maybe its a consequence of getting old, I just find simplicity to be more appealing. But if a game is fun, I don't mind complexity. I would probably reach back to Gilligan's Island for inspiration ;)

Takedajosh
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Yeah it is a little

Yeah it is a little complicated I suppose. I think in practice it's a lot simpler than it sounds, I just love games that have allot of player interaction in and I think this is the perfect setting for that.

questccg
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Survive!

Have you seen the old - but good - game of Survive!?

http://www.youtube.com/watch?v=mEN9dRFe72A

This is a *review* of the game. When I was in high school, we loved playing that game!

It can maybe give you some ideas... Perhaps a way to make it for an older audience!

devaloki
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Takedajosh wrote:Yeah it is a

Takedajosh wrote:
Yeah it is a little complicated I suppose. I think in practice it's a lot simpler than it sounds, I just love games that have allot of player interaction in and I think this is the perfect setting for that.

Don't be scared of having things a bit complicated. I've noticed amongst a lot of gamers there's this whole prejudice against games that aren't simplistic and short like 7 wonders for example.
Also the theme of island survival is awesome and one of my favourites so I wish you luck in making your game!

RGaffney
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Sounds good. I'm a little

Sounds good. I'm a little threatened actually I was thinking of something similar in a different theme.

Some thoughts:

Why should the island be square? Islands are never square! If you add some beach sections to some of your tiles you could proceduraly generate a much more interesting island a la Betrayal: house on the hill.

I love the makeshift items mechanic, but I want to see it fleshed out more. Can i only turn a flashlight into a working flashlight? or will I be able to make a tazer with it eventually if I get creative. Is there a way for me to be able to make things on the island that the rulebook hasn't thought of yet?

I want to hear about your battle mechanic. I've seen so many bad ones

Takedajosh
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I am thinking that with a

I am thinking that with a square-ish island balncing the distribution of resources and items at the start of the game will be much easier. Each player will be roughly the same distance from an Explore icon. Also to encourage trade it's really important that no player has access to all the stuff he needs to make what he wants, so one side of the island has more food on it than the opposite side, the other, fuel etc.

Yeah I really like the idea of having players get creative with the items they make. I'll have to put a bit of thought into that today.

The combat mechanic is this:

Say player one has an Energy level of 2 and an Agility of 2. He is carrying a club with an Attack of 1 and a Strength of 1.

Player 2 meets him and starts a fight. This player has Energy 3, Agility 1, axe with Attack 2 Strength 1.

Player one draws his combat hand of 6 cards to match the values above: 2 Dodge cards (agility) 1 Attack (weapon's attack) and 1 Defend (weapon's strength) and then blanks to fill up to 6.

Also, when drawing the battle cards, every value (agility/attack) is capped at the current energy level.

Player 2 does the same.

Now both players arrange their hand in the order they please ready to draw. Then combatants simultaneously draw from the face down decks and place their cards against each other.

If a player attacks while the other dodges, no wounds are inflicted. Attack/defend = -1 strength from weapon (0 destroys weapon) Attack/blank = -1 energy from the victim. Attack/attack = -1 energy from both players. (defend, dodge or blank/defend, dodge or blank = nothing.

Loser is the first to lose all their energy or have their weapon break. Winner can then loot the loser of any items or make him flee up to 6(?) squares.

Playtesting this seems pretty fun and with a decent amount of variation in player's stats and weapons could be a cool alternative to dice combat.

Also room for bonuses like being able to draw an attack card at will during the battle etc.

knightshade
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It sounds like a lot going

It sounds like a lot going on. I would:
A. Retheme it
B. Cut out "monsters" or just make them tigers, alligators, etc..
C. Change end game condition

How do you find a flashlight on a deserted island? Batteries? Etc..

I think if you rethemed it like Myth, it'd work much better. Instead of a deserted island, maybe they are explorers lost in a jungle? Then you could have Myth-like "monsters" (think newer king kong movie. ..)

If you are hellbent on an island maybe one large island and modular island tiles around the main one? So getting a boat isn't enough to win, maybe the type of boat made can only travel so far... like a neighboring island in which has new items in a deckbuilding mechanic. So once visited you can add those cards to the deck or have a seperate deck to draw from for that island.

I'd rather play a hunter gatherer type game, but that's me.
It sounds like a good idea, gotta have a "wilson" item! ;)

Takedajosh
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I started with the island

I started with the island theme for this game, it really appeals to me. I think it could be pretty cool.

Yeah I'm not decided on these monsters, I have some ideas, they are drawn by the players from a deck and have varying stats. So I thought one solution was to show them as just like, glowing eyes or something on the cards... I dunno. Maybe animals would be better...

The end conditions right now I think are as follows:

1. Find any way off the island
2. Be the last man standing

Neither of these can be done in the first 3/4 of the game, and I have a cool idea for how the rescuers would appear on the island.

The more complex items appear on the island in two ways: players start with one or two items with them, depending which character they choose, and as Events things can wash up on the shore.

The reason for the 3x3 square island is so that I can name parts of it ("Pirate's Cove etc) and then events can effect those particular parts. Also this will make it simpler in terms of balancing, but still be cool, especially still being modular, the 4 corners and 4 edges can be arranged differently every time, but the centre will be a mountain or a lake.

I really intend this to be a TOTAL hunter-gatherer game, and there is allot of mini-deck building too.

I'm toying with the idea of certain items having 'conditions' like perhaps things can get wet (fuel etc), or can be sharpened and dulled (axe). Might be kinda cool.

Thanks for your thoughts,

Archimedes42
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Sounds Excellent!

Wow. I got goosebumps reading this post. This sounds like it could be a super, super, super awesome game. You should check out Robinson Crusoe. I know that Robinson is coop and your game isn't (not technically), but I still think that you should take a look at it. (I'm currently designing a competitive/semi-coop variant for Robinson, and it sounds a bit similar to your game.) You might want to check that out, too.

I think that the theme is perfect, and I don't mind the monsters. However, there has got to be some way of not making the tiles square. Maybe larger than usual hexagons? (In that case, you might be able to divide the tiles up into triangles, as opposed to squares.)

See you around.

P.S. Combining different items to make new ones? That is so awesome. I'd really like to see this game to hit the shelves. (Count me in for play testing!)

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