It’s a Cyborg Octopus life after all – Game Pitch

Standard
Octopus aesthetics

Source. The general aesthetic I would like for the Queen Octopus and the board game itself.

A huge cyborg Octopus stands in the way of salvation. Everything that we once knew is now controlled by the Queen Octopus. The world is a dark place where the only way to survive is to rummage and destroy other cyborg beings for their hardware and software. You upgrade yourself in order to become stronger, wiser and faster to defeat the Queen and the secrets that rest within her body. Yourself and three friends goal is to defeat the Queen’s tentacles and her powerful minions, though not everyone gets to reach salvation.

First progress in the following two images shows the first stages of thinking out the game and its mechanics. I had an idea about wanting to do a two board, two phase game. Where a large octopus is placed in the center of the board to provide both a visual representation of the enemy but also an added aesthetic for the narrative of the game. Drawn in the top right of the first image below you can see the general though for the game. A added change was also a battle mechanic where instead of armour and weapons it became about stats and upgrading those stats through gathering Mechanical pieces.

1st plan part 2

First plans about the board game

actual 2nd phase 1st draft

Continued plans

Playing the Game

First choosing a character out of Human, Shark, Cow and Bottle. Players are given the player-card corresponding that hold details about the beginning stats and the special upgrade ability of that individual character. Players are also given 3 random Mechanical Pieces. Then taking turns moving around the board by using two dice and adding your movement stat (e.g. dice rolls 3 and 4, your movement is +1, so you move a total of 8 spaces) your turn begins.

characters

A write up of the characters and their cards. Each character is different and is played with a different strategy in mind.

1st phase board drawn up

The concept for the board. A simple 4 sided 11 spaces on each side form. Trying to work out the appropriate amount of each different kind of space to balance the mechanics.

Octopus elastic.jpg

A prototype that I’ve been using to represent the Queen and her tentacles. 64 Parts = 64 health.

After rolling and making a move players can land on 1 of 4 different spaces. First is a space labelled ‘A’ which corresponds with the Action Cards. 104 in total, Action Cards aide in both helping and hindering the player. They are the source for dealing damage to the Queen (e.g. deal 1 damage to the Queen). In the case of dealing damage to the Queen the player would add their Attack stat to the damage asked to be dealt with by the Action Card (e.g Action card says deal 2 damage to the Queen, Attack stat is 1 attack, so the total damage to the Queen is 3 damage). Action Cards are the main aide to the player and so needing to find the right amount to come up with to create interaction with the players and the board 104 seemed quite a lot but has been working with the play tests.

Action cards

A look at all the action Card and their design. The design though out is a place holder as I am never happy with what I come up with. So just making it simple seemed easiest.

The second space players can land on is the ‘Q’ space. Which represents the Queen Card interaction. The Queen is well aware of the impending danger that the players can create so she must intervene and cause as much distraction as possible to prevent being defeated. The Queen Cards are a way for the Queen to mess with the players by moving them around, getting them to lose stats and by making the fight go on longer by healing her damaged tentacles. The Queens Health is represented by her tentacles. With 8 tentacles separated into 8 pieces the Queen has a total of 64 Health.

queen cards

A look at the first progress of Queen Cards and Design. Currently the game play consists of 27 Queen Cards.

The third space players could land on is the ‘M’ space which is in relation to the Mechanical Pieces Cards. These pieces are what players collect in order to upgrade themselves to be having higher Attack, Defense and Movement. Mechanical Pieces are used in pairs to upgrade any one stat by 1 point. Some Mechanical Pieces can be used with other Pieces to double the benefit but players must use them at the same time in order to get that benefit (e.g. A ‘Key’ used with a ‘Keyseat’ doubles the stat upgrade from 1 to 2, so a player would add 2 stat increases to any skill instead of 1)

 

mechanical cards

Here is a preview of all the Mechanical Pieces in play. A total of 60 are used throughout the game.

cards

The first round of cards. Simple writing on paper. Around 180 all up.

The fourth space is just a blank space that does nothing. Looking at played games these spaces will be filled with the previous cards mention to level out the mechanics of the game.

 

Once the Queen has been defeated players should notice that the Queen never attacked the players back just messed around with them. The Queen was focusing on giving birth to a new spawn of Cyborg Octopuses that become mobile and are a danger to the players. Throughout the game the Queen kept an eye on every stat change that the players made and created babies that reflect those stats.

The Queen has been killed. A huge Explosion erupts all over the battlefield. The land has been changed. Out of the dust of the Queens remains 4 Mobile pissed off Octopuses await the players and are the final battle to determine who reaches salvation. The Octopuses want all of the pieces of their mother back but you have been using them as upgrades. So something needs to be done about that.

Battle Phase

revenge map big version

The first design of the Battle Board. Quite Large.

revenge map smaller version

Resized the Battle Board. A more intimate field that allows multiple paths so players can both attack and defend against the enemy.

phase 2 revenge

The first print of information about the Battle Phase

The board has flipped and a new battle has begun. Players now have to control now just there original character but one of the Octopuses also (Players would be a different colour and so would control the octopus of the corresponding colour). Turns are now a round of two phases. First phase is the players original character, go around the circle. Second phase is the movement of the corresponding colour octopuses. These Octopuses are what players use to capture the opposing players in a fight to weaken them.

Every Octopus has the same stats that the player that controls it has. A red human has the stats of 10 Attack, 8 Defense and 8 Movement. Their Octopus now has those stats also – 10 Attack, 8 Defense and 8 Movement. To move around the board is the same as before, roll two dice, add your movement and then move that allotted spaces. Players want to avoid landing themselves on Octopuses but what their Octopuses to land on opposing players as that is how you win the game.

octopus vs player

This image showcases the battle system that the game follows. Every encounter causes some damage to the player if they are caught by an Octopus

After every fight the damage dealt to players is taken away from their stats. Once a player has run out of stats they are out of the game. However their Octopus remains on the field and is now classified as a ‘Bomb’ which has 50 Attack. This is so people that get knocked out early can avenge themselves and keep them engaged with the game. The last player with stats remaining wins the game.

(Through constant test playing some of these aspects have/will change, but these are how they stand as for now)

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