Zomblobs! is finally in a playable state! It’s a tabletop tactical wargame, played on a map with hexagonal cells, miniatures (folded paper for this version) and six-sided dice. It’s the beta, so it’s not yet precisely balanced or perfectly presentable, but it’s playable! (If you print out the PDF and prepare some paper, anyway.) […]
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Just a little something I’ve been working on. The Zomblobs are coming! Happy weekend, all!
I’ve nailed down the ruleset for Zomblobs!, and I’m making some final touches to the files so I can present it as a PDF file that anyone can print out and play with. This means making a few maps, and a few map features for variety. As it will be a public beta of the […]
I wrote a fair bit about the dice-based combat system I’m using in my Zomblobs! game last time, but I wanted to add this smaller coda about criticals and what I see as an “underdog” mechanic within my system. Variety is the spice of life Many games use the idea of “critical” strikes (sometimes called […]
I’ve written about most of the card by now, but I wanted to cover the other remaining bits and mention a few other things. Once again, here’s the card: And here are the other articles on it: Warming Up and Keeping Track. There are other Zomblob articles, all tagged with the Zomblob label… I’ll make […]
I’ve written about this a little bit before, in my Losing Control article, and I previewed it a little bit in my card preview in the Keeping Track article. One of the key mechanics of my Zomblobs! game is the Heat mechanic. Once again, here’s the preview card: Of note for the Heat system (which […]
Posted in Game Design, tagged battletech, bookkeeping, complexity, Game Design, miniatures, simplicity, tabletop, tactical, time, tracking, warcraft, wargame, warhammer, WarMachine, Zomblobs on November 23, 2011| 7 Comments »
One of the cardinal… guidelines… of game design is the K.I.S.S. mandate: Keep It Simple, Stupid. Designers (and I count myself in this group, though I’m just an indie, and an artist by day) have a tendency to want to make intricate systems with many moving parts. Part of the beauty of a good game […]
Welcome to the latest sneak peek at the current state of the Zomblobs! project. This is a unit card for one of the Zomblob units. Each unit will have a miniature, a card and some dice to keep track of game data. The units will play on a hex grid by default, but the game […]
As noted before, Zomblobs! has three breeds of blobs vying over global control: The Aspirants, the Ferals and the Zomblobs. One of the high level design rules I’ve made for myself is that I want each breed to play differently, but still be as balanced as possible. Call it the StarCraft influence, perhaps. Balance between […]
My Zomblobs! is a game designed in shells. There are layers to the design, allowing for a “bird’s eye” game experience with little micromanaging, all the way down to a Civilization-like world conquering game with a Tactical RPG layer, between them plenty of opportunities to min-max your way into gaming geek happiness. I’ve thought on more […]