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.