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@tiotasram@kolektiva.social
2025-08-12 09:01:39

Long post, game design
Crungle is a game designed to be a simple test of general reasoning skills that's difficult to play by rote memory, since there are many possible rule sets, but it should be easy to play if one can understand and extrapolate from rules. The game is not necessarily fair, with the first player often having an advantage or a forced win. The game is entirely deterministic, although a variant determines the rule set randomly.
This is version 0.1, and has not yet been tested at all.
Crungle is a competitive game for two players, each of whom controls a single piece on a 3x3 grid. The cells of the grid are numbered from 1 to 9, starting at the top left and proceeding across each row and then down to the next row, so the top three cells are 1, 2, and 3 from left to right, then the next three are 4, 5, and 6 and the final row is cells 7, 8, and 9.
The two players decide who shall play as purple and who shall play as orange. Purple goes first, starting the rules phase by picking one goal rule from the table of goal rules. Next, orange picks a goal rule. These two goal rules determine the two winning conditions. Then each player, starting with orange, alternate picking a movement rule until four movement rules have been selected. During this process, at most one indirect movement rule may be selected. Finally, purple picks a starting location for orange (1-9), with 5 (the center) not allowed. Then orange picks the starting location for purple, which may not be adjacent to orange's starting position.
Alternatively, the goal rules, movement rules, and starting positions may be determined randomly, or a pre-determined ruleset may be selected.
If the ruleset makes it impossible to win, the players should agree to a draw. Either player could instead "bet" their opponent. If the opponent agrees to the bet, the opponent must demonstrate a series of moves by both players that would result in a win for either player. If they can do this, they win, but if they submit an invalid demonstration or cannot submit a demonstration, the player who "bet" wins.
Now that starting positions, movement rules, and goals have been decided, the play phase proceeds with each player taking a turn, starting with purple, until one player wins by satisfying one of the two goals, or until the players agree to a draw. Note that it's possible for both players to occupy the same space.
During each player's turn, that player identifies one of the four movement rules to use and names the square they move to using that rule, then they move their piece into that square and their turn ends. Neither player may use the same movement rule twice in a row (but it's okay to use the same rule your opponent just did unless another rule disallows that). If the movement rule a player picks moves their opponent's piece, they need to state where their opponent's piece ends up. Pieces that would move off the board instead stay in place; it's okay to select a rule that causes your piece to stay in place because of this rule. However, if a rule says "pick a square" or "move to a square" with some additional criteria, but there are no squares that meet those criteria, then that rule may not be used, and a player who picks that rule must pick a different one instead.
Any player who incorrectly states a destination for either their piece or their opponent's piece, picks an invalid square, or chooses an invalid rule has made a violation, as long as their opponent objects before selecting their next move. A player who makes at least three violations immediately forfeits and their opponent wins by default. However, if a player violates a rule but their opponent does not object before picking their next move, the stated destination(s) of the invalid move still stand, and the violation does not count. If a player objects to a valid move, their objection is ignored, and if they do this at least three times, they forfeit and their opponent wins by default.
Goal rules (each player picks one; either player can win using either chosen rule):
End your turn in the same space as your opponent three turns in a row.
End at least one turn in each of the 9 cells.
End five consecutive turns in the three cells in any single row, ending at least one turn on each of the three.
End five consecutive turns in the three cells in any single column, ending at least one turn on each of the three.
Within the span of 8 consecutive turns, end at least one turn in each of cells 1, 3, 7, and 9 (the four corners of the grid).
Within the span of 8 consecutive turns at least one turn in each of cells 2, 4, 6, and 8 (the central cells on each side).
Within the span of 8 consecutive turns, end at least one turn in the cell directly above your opponent, and end at least one turn in the cell directly below your opponent (in either order).
Within the span of 8 consecutive turns at least one turn in the cell directly to the left of your opponent, and end at least one turn in the cell directly to the right of your opponent (in either order).
End 12 turns in a row without ending any of them in cell 5.
End 8 turns in a row in 8 different cells.
Movement rules (each player picks two; either player may move using any of the four):
Move to any cell on the board that's diagonally adjacent to your current position.
Move to any cell on the board that's orthogonally adjacent to your current position.
Move up one cell. Also move your opponent up one cell.
Move down one cell. Also move your opponent down one cell.
Move left one cell. Also move your opponent left one cell.
Move right one cell. Also move your opponent right one cell.
Move up one cell. Move your opponent down one cell.
Move down one cell. Move your opponent up one cell.
Move left one cell. Move your opponent right one cell.
Move right one cell. Move your opponent left one cell.
Move any pieces that aren't in square 5 clockwise around the edge of the board 1 step (for example, from 1 to 2 or 3 to 6 or 9 to 8).
Move any pieces that aren't in square 5 counter-clockwise around the edge of the board 1 step (for example, from 1 to 4 or 6 to 3 or 7 to 8).
Move to any square reachable from your current position by a knight's move in chess (in other words, a square that's in an adjacent column and two rows up or down, or that's in an adjacent row and two columns left or right).
Stay in the same place.
Swap places with your opponent's piece.
Move back to the position that you started at on your previous turn.
If you are on an odd-numbered square, move to any other odd-numbered square. Otherwise, move to any even-numbered square.
Move to any square in the same column as your current position.
Move to any square in the same row as your current position.
Move to any square in the same column as your opponent's position.
Move to any square in the same row as your opponent's position.
Pick a square that's neither in the same row as your piece nor in the same row as your opponent's piece. Move to that square.
Pick a square that's neither in the same column as your piece nor in the same column as your opponent's piece. Move to that square.
Move to one of the squares orthogonally adjacent to your opponent's piece.
Move to one of the squares diagonally adjacent to your opponent's piece.
Move to the square opposite your current position across the middle square, or stay in place if you're in the middle square.
Pick any square that's closer to your opponent's piece than the square you're in now, measured using straight-line distance between square centers (this includes the square your opponent is in). Move to that square.
Pick any square that's further from your opponent's piece than the square you're in now, measured using straight-line distance between square centers. Move to that square.
If you are on a corner square (1, 3, 7, or 9) move to any other corner square. Otherwise, move to square 5.
If you are on an edge square (2, 4, 6, or 8) move to any other edge square. Otherwise, move to square 5.
Indirect movement rules (may be chosen instead of a direct movement rule; at most one per game):
Move using one of the other three movement rules selected in your game, and in addition, your opponent may not use that rule on their next turn (nor may they select it via an indirect rule like this one).
Select two of the other three movement rules, declare them, and then move as if you had used one and then the other, applying any additional effects of both rules in order.
Move using one of the other three movement rules selected in your game, but if the move would cause your piece to move off the board, instead of staying in place move to square 5 (in the middle).
Pick one of the other three movement rules selected in your game and apply it, but move your opponent's piece instead of your own piece. If that movement rule says to move "your opponent's piece," instead apply that movement to your own piece. References to "your position" and "your opponent's position" are swapped when applying the chosen rule, as are references to "your turn" and "your opponent's turn" and do on.
#Game #GameDesign

@DominikDammer@mastodon.gamedev.place
2025-07-07 16:41:08

Now that my game released on steam, I am looking for a new long term opportunity to work as a game designer.
If you need a (freelance) Game designer, hit me up!
here you can see my cool stuff
dominik-dammer.de/

@idbrii@mastodon.gamedev.place
2025-08-04 06:25:26

I love adventure games, but I've never made a game in Adventure Game Studio, so I found Ben304's devlog on their upcoming game from Wadjet Eye an interesting #gamedev read.
ben304.blogs…

Ben's beautiful design notebook filled with fountain pen cursive writing, drawings, and diagrams like a book you'd find in an adventure game.

Source: https://x.com/ben_304/status/1524364780899028995
@frankstohl@mastodon.social
2025-06-23 13:15:36

Juhu: Rocket Beans setzen "Game Two" in Eigenregie fort #GameTwo dwdl.de/nachrichten/102799/roc

@pre@boing.world
2025-08-06 09:42:20

Or anyone know of a great VR game that can be played without a left hand? No handed games?
#vr #games

@denmanrooke@social.coop
2025-05-17 22:30:13

Oh hey, it's #ScreenshotSaturday , here's the latest mockup from the video game adaptation of Battle of Tarot I'm working on with some lovely people.
Everything is still a work-in-progress and not final at all, but trying to get the visual style nailed down.
#GameDev

Screenshot mockup of a card game using tarot cards. Art style is a start contrasted one with an ink and watercolour look. View is top down, with tarot cards can be seen arranged on a battlefield.
@frankstohl@mastodon.social
2025-05-24 17:36:58

Game Two: ZDF stellt das Videospielmagazin ein #rbtv #gametwo gamersglobal.de/news/322…

@oligneisti@social.linux.pizza
2025-07-26 12:50:59

Unfinished joke.
HBO should make a deal with Dunkin' Donuts for the new Game of Thrones series for a menu item called Dunkin' Egg. Someone will figure out what is being dipped in what.
#DunkAndEgg
#GameOfThrones

@CondeChocula@social.linux.pizza
2025-07-20 15:58:05

Following the Super Mario Land Series.
I beat, well is not the first time this great #game 'Super Mario Land 2: 6 Golden Coins' for GameBoy but this is a #rom #hack that brings color to the…

An unofficial from 'Super Mario Land 2: 6 Golden Coins' version for GameBoy Color.
@tgpo@social.linux.pizza
2025-06-14 20:09:22

YES!
I beat American McGee's Alice again!
Man, I love this #video #game.
#videogames

American McGee's Alice standing next to the Cheshire Cat.
@CondeChocula@social.linux.pizza
2025-07-19 14:45:30

Played around 1 hour and I finished the #game with one blink of eye.
Never played this #Mario but It is too short...
I played a #DX rom hack to got colorized experience.
But anyways is …

An unofficially version of Super Mario Land DX for GameBoy.
@tiotasram@kolektiva.social
2025-05-15 15:45:31

Ended up using a probability game mechanic again today and thought I might explain it here in case other #GameDev folks might find it useful. The basic problem it solves is when you want a percentage probability to be influenced by both beneficial and detrimental stats/effects, and you want these to balance against each other without the system easily tipping too far in either direction. Think about crit chance for example, and how many games have either lopsided systems where it's easy to max out at 100% or really opaque systems to try to balance things somehow. The system I'm about to describe has a nice intuitive explanation, but also permits positive & negative modifiers to balance out naturally (though it may not work well for every situation).

@idbrii@mastodon.gamedev.place
2025-06-20 16:52:47

#GameIdea: A narrative game where the gameplay is mostly in speech bubbles where you need to overcome distractions and understand what people are trying to say to you.
Each character talks at their own rate, and you have minigames to reveal their words. Distractions like nearby sounds and movement pull your cursor away or create new minigames to overcome to get your focus back on y…

@UP8@mastodon.social
2025-06-24 20:55:20

𝐉𝐮𝐬𝐭 𝐟𝐢𝐧𝐢𝐬𝐡𝐞𝐝: 𝑃𝑒𝑟𝑠𝑜𝑛𝑎 5 𝑅𝑜𝑦𝑎𝑙
#games #persona #jrpg #rpg

Game screenshot with a hand holding a wide-bordered cell phone with a red background screen with an anime-style classroom with students and desks in the background.  Near the middle of a screen there is a trapezoidal speech bubble with a boy saying "This is UP8 here -- we ain't got nothin' to worry about!"
@idbrii@mastodon.gamedev.place
2025-06-20 16:52:47

#GameIdea: A narrative game where the gameplay is mostly in speech bubbles where you need to overcome distractions and understand what people are trying to say to you.
Each character talks at their own rate, and you have minigames to reveal their words. Distractions like nearby sounds and movement pull your cursor away or create new minigames to overcome to get your focus back on y…