I Dreamed a Dream


As I was trying not to wake up this morning, my mind wandered somewhere between dreams & reality, eventually coming back with this souvenir: a new game design!

I've been experimenting with a lot of different concepts in the last month, taking advantage of this time out from the world to explore different types & styles of game design. Roll & Write games are something I've been interested in and have dabbled with (see Doodlerama), so I found my thoughts trending more in that direction: I'd sketched out a memo several weeks ago, which amounted to "What if the tiles of a dungeon map were boxes to write things in on a character sheet?" but it hadn't gotten any further than that.

This morning, it all clicked and within minutes I had most of the rules that became Countdown Dungeon (the name took longer to come up with than the basic rules) so then it became a race to get a complete game ready while the idea was fresh. Some bits were altered as I wrote them, or went back and proof read them: there was originally a more competitive element to the bids for the Quest value at the start of the game, but I dropped it when I realised the number you picked was a gamble in itself. If you go low, you're more likely to get to zero, but you still might be beaten by someone who picked a higher value and filled more squares.

I've also been playing a lot of Slay the Spire recently and that inspired me to take a bold step with The Wizard: I went for some asymmetry in the design, so rather than having a set of characters that are all basically the same, just with different values and effects, The Wizard should hopefully provide a completely different play experience.

There were places where designing this game felt like writing a version of Doom that plays on a pocket calculator: the mechanics of the game are sparse, so trying to come up with meaningful things for the characters to do with them was challenging, especially The Wizard but I feel that I came up with something interesting... hopefully. The game needs a lot of intense playtesting and it might prove to be broken in all kinds of unpredictable and exciting ways; for example, I'm not sure what a good target number is for the initial Quest value, which is another reason I've left that decision up to the players!

I sincerely hope some of you out there have some fun with this: let me know if you do, or just any feedback in general and, as always, stay safe and keep playing.

Files

CD Thief.pdf 135 kB
Apr 07, 2020
CD Ranger.pdf 134 kB
Apr 07, 2020
CD Wizard.pdf 130 kB
Apr 07, 2020
CD Fighter.pdf 134 kB
Apr 07, 2020
Countdown Dungeon.pdf 76 kB
Apr 07, 2020

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