Game-night-mashup
Basicly, you have a Chess-like board, and all the possible pieces that can go on one. Checkers, Chess, Stratego, Sorry, Clue and various other compatable pieces and movement types and goals. Each piece has a goal, based on it's rules and the player either gets them at random, or gets them in a specific set. The winner is a based on scores, as made by how pieces make their goals happen, and the game ends when a set number of turns are up.
ALSO
Side-kick
I was once told in class that you can't make an interesting game where youp lay the side-kick.
In this title, you play the child-genius side-kick to a bumbleing super-hero. He will predictably enter a situation, as governed by a plan he lays out before the level. Your job is to make sure it ACTUALLY works. As long as the hero get's his man, you win.
Example. The hero wants to run hung-ho into a room full of guys with guns. He will surely die. You have several options, maybe you can find a way to knock them all out? Or distract them with an explosion... Or something else entirely.
You'd have a lot of gadgets you can use, and also a lot of mobility and some fighting skills yourself. But the key to all the levels is getting the Hero into the right situations, using all your fun gadgets to get him where he SHOULD be to complete the goals.
Basicly, you have a Chess-like board, and all the possible pieces that can go on one. Checkers, Chess, Stratego, Sorry, Clue and various other compatable pieces and movement types and goals. Each piece has a goal, based on it's rules and the player either gets them at random, or gets them in a specific set. The winner is a based on scores, as made by how pieces make their goals happen, and the game ends when a set number of turns are up.
ALSO
Side-kick
I was once told in class that you can't make an interesting game where youp lay the side-kick.
In this title, you play the child-genius side-kick to a bumbleing super-hero. He will predictably enter a situation, as governed by a plan he lays out before the level. Your job is to make sure it ACTUALLY works. As long as the hero get's his man, you win.
Example. The hero wants to run hung-ho into a room full of guys with guns. He will surely die. You have several options, maybe you can find a way to knock them all out? Or distract them with an explosion... Or something else entirely.
You'd have a lot of gadgets you can use, and also a lot of mobility and some fighting skills yourself. But the key to all the levels is getting the Hero into the right situations, using all your fun gadgets to get him where he SHOULD be to complete the goals.