Game Development Inspiration: A lot of my design is influenced heavily by trying to find time for long-running RPG campaigns for players with a busy schedule. The sessions themselves are deterministic, meaning that players only gather to watch the race unfold, so if a player has to miss a session, the game can go on as needed. Before each session, players will spend about 15 minutes communicating with the GM to make decisions. The game is designed to be played over 5-10 sessions, each about 1-2 hours long. Over time, players develop rivalries, make modifications, and sabotage each other to find victory. Surviving a crashing hot air balloon in the 1800s, card game.įantasy, animal, cooperative strategy game, boss battler.Īlternate 13th century Asia, 2p card game.Ĭarnival/circus, mystery game with lots of cards, minigames, and uses a roll & move mechanic.Īpocalyptic competitive city building, card game.Ībout: Players customize a hovercraft (represented by a deck of cards) and race each other in exotic locations across the solar system. Space, competitive engine builder/trading card game. Rogue Angels - Legacy of the Burning Suns Supernatural performance troupes, trading card game.ġ5. Purgatory escape, race to the finish, fantasy, asymmetrical PvP heavy adventure game.Ĭhristian-Orthodox Toll Houses, engine-building & resource-management game. Town building and word game hybrid, family game.
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Sci-fi, card driven racing role-playing game.
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Games Playtesting on Tabletop Simulator Game Name