Biggle Bear's homemade games

Biggle_Bear

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Nov 1, 2017
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Hi all, I'm back in the "tabletop games" forum again with my weird ideas. It was my ambition to someday to be the creator of a published board game, and to that end I think of loads of ideas for games (most of which I realise after a week are total rubbish). Some I think are decent and I want to try to make into something. I would like to share some of my better ideas and work with my favourite forum website (that's you guys). So if you will indulge me...
 
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Biggle_Bear

Gang Hero
Nov 1, 2017
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The first that I wanted to show you all is...

Skyline PD

In Skyline PD you play as animal cops parkouring across the rooftops to save the city from a robotic menace.

I have been working on my second prototype today. I have playtested it with my buddies and it has been adjusted accordingly.

Prototype 2 (I wanted to make the game anew as the original buildings weren't exactly to scale, which was causing problems with the current rendition of the rules. I also wanted it to make it closer to the finished product as the original prototype required 3 times the space to store. To help with that the buildings are folding and generally a little smaller. I also still have a flat panel to print and assemble.)





Edit: sorry about the poor quality photos. I will try to do better in future.
 
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Biggle_Bear

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Nov 1, 2017
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How to play.

Each player has control of a good guy. Each turn they can move 10 squares, but to bridge the gap between buildings they need to take a curved ruler with squares on them and sort of walk across it to the next building. They will collect tokens on their way which will give them a power up, a clue to the whereabouts of the robots, a beneficial event or a hindering event.

After their turn, the first row of buildings are taken away and placed on the other end in a random fashion indicated on a deck of cards.

Once they find 3 clues the robot level master appears and they have a time limit to catch it and jump on its head.



The game is designed for children. They are encouraged to be imaginative and touch the game a lot. Aspects are designed to encourage problem solving and cooperation.
 

Ardavion

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Nov 22, 2011
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Thanks for showing interest @Ardavion

I need to print stuff, which will have to wait until i can access a printer.
I was more thinking that you could streamline the game by having tiles for buildings, and colour-code the roofing of each building based on the height (blue > green > yellow > orange > red, or similar) - this might make the game more approachable/implementable.

Admittedly, having the 3D buildings would be cool, but it's extra work to manufacture and it's extra work for the end user to put it all together; if there was sufficient interest you could offer 3D buildings as an expansion/add-on.

The rulers being curved obviously make more sense if the buildings are 3D, unless I'm misinterpreting their implementation.

I also realise that I'm talking as though you want to monetise/manufacture this, I may be wrong. I am still intrigued by the game, though.
 
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Biggle_Bear

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Nov 1, 2017
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I was more thinking that you could streamline the game by having tiles for buildings, and colour-code the roofing of each building based on the height (blue > green > yellow > orange > red, or similar) - this might make the game more approachable/implementable.

Admittedly, having the 3D buildings would be cool, but it's extra work to manufacture and it's extra work for the end user to put it all together; if there was sufficient interest you could offer 3D buildings as an expansion/add-on.

The rulers being curved obviously make more sense if the buildings are 3D, unless I'm misinterpreting their implementation.

I also realise that I'm talking as though you want to monetise/manufacture this, I may be wrong. I am still intrigued by the game, though.
The aim is to someday manufacture and sell the game. I thought of tiles but I had the feeling early on that 3d was the right decision. My second prototype has half the buildings and cards to try bridge that gap and I want to make the buildings as 1 piece folding to simplify things for the end user (I realise that it then pushes production costs up again. I will figure that out later though).