Tuesday, December 3, 2019

Zombie art

The strength of the undead comes in their numbers. Humans use Items to bolster their power while Zombies utilize their mass numbers.


In the future, professional art may be influenced by higher backers.

Friday, November 22, 2019

Tightened phrasing

The new frames cleared up confusion with playtesters, but it also gave opportunity for rephrasing and streamlining.

For the Screamer, it was initially confusing when one draws cards and where they must play their zombies, but now it seems more clear with fewer words.



Thursday, November 21, 2019

New Frames!

Development of Crafting Dead/Combiner Story had been on standstill. Designing new card frames and implementing software adjustments to support them created enough of a barrier that the small team put the project on the back burners to handle unrelated life events.

But development has broken free!
Behold! The new proof of concept frame:


The original frames were a template of another game, Munchkin and as the team balanced gameplay, we desperately wanted our own look. The new design splits up the information so that the values don't meld with each other - an aspect that confused alpha playtesters.

The white letter pops off the physical cards (even though the digital image here doesn't seem that way.)

Feedback helped create this new layout and feedback will continue to shape our designs. Leave a comment below.




Friday, September 20, 2019

Considering frames

New card frames are in the works. They're good enough for playtesting. The colors are sharp and the different factions and card types are easily discernible at a glance . ..but

 When discarding to start the round,
the lowest Level goes first, so using
Binoculars give better chances to react.

New frames could assist the intuitiveness of the plays. A number could be in a corner for play level; a different corner could house the discard level; and for some cards, another corner could have a score value bonus in it.

Scope was one of the first arts.


 The art box will also change with new frames and finding a design that works best for Combiner Story could also speed up the art production process.

Extra eyes are always welcomed. Is there anything in the current design of Combiner Story that isn't as easy as it could be to understand? Comment below.

Tuesday, September 17, 2019

Vampires revealed

Combiner Story was always about representing a "zombie apocalypse" situation, but also from the start the dead faction would have other tribes. My 5yo insisted on it. Combiner Story started as a card game played with my child but we both kept coming up with ideas until most of the final cards were set. Unfortunately, the complexity grew out of the range suitable for a 5yo.


Card art and frames subject to change.

While most Humans are in the Level 2 range, the Dead faction boast higher numbers. Vampires are like mini-bosses. Powerful, but usually with a drawback or disruption effect.

The Enthraller is best played when going second to surprise the Survivors who thought they had a chance of escaping. Their gamble is his treat. He converts them to Zombies, brought back from your Lost to your discard pile to eventually get shuffled back into the playing deck.

Level 6 is good enough to win most battles, but playtesting revealed a perceived weakness in this card because at the time it didn't combine with anything on its own. The natural choice is having the Enthraller combine with Zombies. Now he is a bridge to that tribe, truly a mini-boss with his own bodyguards and army of undead.

While Survivors combine best with items, the Dead combine with each other.

Now that Vampires have been revealed, what other terrors do you suspect? Comment below.

Tuesday, September 10, 2019

Crafting the game

Combiner Story started out as "The Crafting Dead" — a name that turned out to be taken, but at it's core, Combiner Story is a crafting game.
Players are challenged to combine their cards in an arrangement that will lead them through the story.
 

Survivors have the most flexible combination options and can pull off some bombastic plays. But the Dead have overall stronger cards and can be quite wicked.

Playing as the Survivors, you may have to sacrifice rounds to setup a more worthwhile win, but as the Dead you'll have hordes of Zombies and other nasties to disrupt the heroes.

Over the past playtest sessions, the team has found and developed some ingenious combinations.

Who would you like to play as the most? Which faction would you like to see members of next? Comment below.

Friday, August 30, 2019

Surviving the Apocalypse

Combiner Story is intended for two players, Human Survivors and Dead Apocalypse, but the mechanics are versatile and eventually the system will branch out into other themes.



Yesterday, today, and tomorrow, Combiner Story was and will be playtested in person and online through Tabletop Simulator.
Humans versus Humans and Dead versus Dead were played the past two days, as were drafting variants utilizing mixed decks and tomorrow, Game Cone Games will experiment with 1v1v1v1 and 2v2 variants.

Playing decks in these unconventional ways give the designers insight and inspiration. While it's unlikely new cards will be added at this step in development, ideas are regularly recorded for future expansions and promos. A beauty of development is taking the time to find quirky and uncomfortable game element interactions.


Final cards will be professionally cut and
frames more spacious for art.

Combiner Story has layers and layers of interactions, what are some of your favorite combinations, synergies, in other games? Comment below.

Wednesday, August 28, 2019

Designing tension

Combiner Story is a "Reverse Deck Builder." 
Instead of taking turns to acquire cards, starting with a few base staples and constructing a deck a card at a time, "Combiner Story" players start with a set of cards and work their way down until either player can't draw a full starting hand for their next round.
This mechanic challenges the player. Do they use the best unmodified weapon in the game to ensure a win this round, or can they squeak by without it, saving the card for a later play?


Frames and art subject to change.

Are you a fan of deck-builders? What mechanics do you like? What don't you? Are there any interactions that are a must have for you?
Comment below.

Tuesday, August 27, 2019

Concept Art: Zombie Sheep

Combiner Story currently has two 54-card versus decks and is in closed testing using Tabletop Simulator.

In the game, every hand of cards tells a story and the art should be a fun experience.
While outsourcing the art is certainly an option, successful games such as Sentinels of the Multiverse encourage us to draw even if it has been years since we've exercised that muscle. I'm using a basic app on my phone, but it's a fun process that pulls the project closer to reality. And the time spent creating them isn't wasted because doodles can be done anywhere and during otherwise unproductive moments. Plus, should funding come to afford a professional artist, they'll have a guide.

The style direction with the zombies will be a more fun approach, intending to appeal to my 5yo who loves zombies but only when they're not too scary or gross.

So what type of Zombies would you like to see? Have you ever outsourced the art in a project? Would you like to playtest? Comment below.