Image 1 — 1 Mini vs 1 Mini anime inspired fighting game
Image 2 — 1 Mini vs 1 Mini anime inspired fighting game

1 Mini vs 1 Mini anime inspired fighting game

Hey friends, I've thought up a game inspired by those dramatic, highly cinematic and fast anime fights. Trying to put together a proof of concept, but wondering if this interests anybody?

The game is played on a 2x2 with terrain, one miniature per player (intended 1v1 but maybe works with more). Each player gets a small hand of 10 or so custom cards that correspond to the type of fighter they're playing (speedster, ranged, brawler, etc)

The card is split in half top and bottom, the top being an offensive move and the bottom being defensive. The active player is the "Offensive" player, meaning they may play as many cards as they like on their turn, following the top "Offensive" portion of the card. Before or after things resolve on the cards, the "Defensive" player (other player) may play as many cards as they wish to do their "Defensive" actions.

After you complete an action on a card, you may change your orientation. The front 180 has to be facing your opponent for attacks and blocks to work.

Let's say the Offensive player plays "Sprint." They move 6 inches (Straight line*) They then get to attack within range 1 for 1 damage. Before the attack, the Defensive player plays "Slip," Moving 2 behind their front arc so the attack is voided, now attacking for 1 damage on the Offensive player.

*Some cards have multiple Moves on them, like "Move 2, Move 2, Move 2." This allows you to round corners as opposed to the "Move 6" straight line dash*​

For examples sake, let's say the Offensive player only has Defensive moves which have "Block." The Offensive player plays a "Block 1," but since they're facing away, it does not Block. They instead use it to face towards the Defensive player and plays another Block 1 to block the attack.

Played cards go onto cooldown, slowly untapping after a few turns. The more offensive you are, the less defensive options you have and vice versa.

Did I mention Knockback? Some attacks send opponents flying. Getting knocked into terrain deals bonus damage. Im thinking of including rules to create holes in walls if you get absolutely launched at them.

Excited about character archetypes too. The Speedster does their annoying job of completely dodging out of the way of attacks, but lack any blocks so blows that hit deal big damage. The Brawler will send people flying into terrain, and deal massive damage.

Inspired by Flesh and Blood TCG for sure, along with a drop of Gloomhaven.

The key takeaways for the game for me are:

Agnostic, simple easy prep

Easy to learn hard to master

Minimal book keeping

Cinematic and epic

Highly different playstyles

Any and all thoughts are welcome!

u/BlacksmithMajor6078 — 16 hours ago

Tomadachi life or sims like game? (Social simulation)

Hey folks! Ive been thinking about the idea of having multiple npcs which are the main focus rather than taking the role of a pc. Watching their lives unfold together. Any systems known to do this?

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u/BlacksmithMajor6078 — 1 month ago

Pre round randomness skirmish wargames

Hey folks! Greathelm has caught my attention because at the start of the round you roll to see what actions are available to you.

I love it when a game gives me a random start which I then can tactically try to find the best course of action. Any other games you'd recommend? I don't mind dice resolutions, but I enjoy when most of the randomness is determined pre round.

Cheers

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u/BlacksmithMajor6078 — 1 month ago

Winning my first award

Last year, I had my senior film final to make a "Wow project" Where I made my then magnum opus Forget Me Not. My film teacher definitely viewed it as pretentious and expressed concerns of being able to finish it within a month. But he made sure to make it clear he wasn't stopping me.

This film was my biggest passion project, taking components from my favourite game, Life Is Strange, to make something familiar and original. I made sure that the symbolism was on point, cinematography was meaningful, and foreshadowing was eye catching especially on rewatches (keep in mind at a high school level).

Due to the timing of when the film was made, I was only now able to submit it to the student film festival. Being there, the competition looked scary. We came from a school of underdogs, and the previews showed crisp audio, beautiful cinematography, and perfect acting.

But to my surprise, we still won Top Narrative Drama. Even if our audio, cinematography, or acting wasn't up to par. That made me realize, it must leave everything else, which I'm proud to have strength in. It was the foreshadowing, strong symbolism, the strength of the storytelling. I know where I can improve for the future, I am just happy to know that I made something meaningful :)

(Though it may be obvious, not looking for critiques!! All the issues I can spot *now* but hey I was proud then)

TL;DR: Happy to see I made something meaningful enough to win an award, despite the competitions productions appearing much better.

u/BlacksmithMajor6078 — 2 months ago

Forget Me Not - Life is Strange inspired high school final project

Life is strange is my favourite game of all time, so much so it inspired me to make a story with similar vibes, feelings, and music! Though not directly correlated to life is strange, I've sprinkled many references in it, and is very evident to be the primary major inspiration.

This was also my first major project from highschool!

Forget Me Not
https://youtu.be/2_ocbxYhXcA?si=5TrAysokGNvPenPg

u/BlacksmithMajor6078 — 2 months ago