All of these games were designed by either myself or a small team of co-designers over a series of three-week sprints. Click to download printable game files.
Codesigned with Max Cohen, Aamod Walavalkar, and Sarah Jennisca.
A four-player, asymmetrical stealth/strategy game. Three players cooperate to gather needed equipment to make a daring escape from the prison while The Warden commands around Guards to thwart their escape. Not a bad start to the semester.
Designed as a solo-project.
A card-based system for procedurally generating various nondigital games. A metaphor for the progression of life akin to Jason Roherer’s Passage or thatgamecompany’s Journey. A tad overambitious for a very short sprint, but one of the more interesting projects I’ve done.
Codesigned with McKenzie Carlile, Alan Hung, and Kristen Louie.
A minimalistic, nonviolent strategy game revolving around tactical moving and blocking. Sugarcube underwent radical revisions during its lifetime, evolving from a theater/improv game called Assassin’s Feed into its current iteration as a simple but deep movement game.
Codesigned with Jake Balentine, Alan Hung, and Aditya Valvi.
An asymmetrical survival-horror game for eight players. Six players play as human scientists, who must gather materials to escape the facility. One player plays the Android, who disguises himself as a human and subverts the human escape plan. The last player is the Creature, and must stalk and kill all the humans. Features suspenseful gameplay and legitimately scary mechanics.
One thought on “Four Analog Game Sprints”
Hi! Just a fellow blogger stopping by to say I love your blog! : )
Definitely gonna follow and read more!
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