23 Stones

Shuffle Wars

Tags: Experimental/Art, Physical

Shuffle Wars File

Special thanks to Connor Fitzsimmons for joining me in the NYU-Poly Sifteo Game Jam (which we were fortunate enough to win) and helping to get this game going.

Shuffle Wars is a true blend of both physical and virtual gameplay that use the benefits of both formats cohesively to make new and compelling gameplay. Often, games that mix physical and virtual world are heavily skewed to one side or the other and there is question as to whether using both really enhances the game or if its just gimmicky. In Shuffle Wars, however, the two complement each other providing gameplay that couldn't be done without the combination of both.

I remember playing games like Warhammer and always hating having attacks be determined by dice (sorry dice lovers). I also used to play a lot of shuffle board at bars when I lived in Texas so when I saw that Sifteo cubes were sturdy enough to be thrown at each other, I thought it was the perfect solution to my dice problem. Throwing attacks at units just seemed like a more intuitive and natural way of attacking and added an element of skill that I liked.

The first iteration of the game was created in a 48 hour Sifteo game jam, which we were lucky enough to win, with Connor Fitzsimmons. Unfortunately he has left school to join the real world so I have now taken over this project (with his blessing) and am the only one working on it.

Shuffle Wars is a turn based game where you take turns setting up defenses to protect your empresses and throwing cubes to try and kill your opponent's empress. All units have two attacks types: a basic and special attack. Special attacks do more damage but require more challenging shots or have other additional risks.

The game can be played with an even number of cubes between 2-12, however, 12 may cause the game to slow down.

Accelerometer data was used to calculate everything in the game from throw type to when you started to throw to when you finished. May look into hacking the near field sensors, as its raw data is not accessible through the SDK, to allow for splash damage type attacks.

Expansions are being made that add additional units that use different types of throws and features of the cubes.

The Units

Unit Type
Empress
empress

HP: 1000

You lose if she dies

Basic Attack
Blade Pistol
blade pistol
Damage: 50 hp
Special Attack
Kiss of Death
kiss of death

Throw type: Very soft contact with opponent's cube

Damage: Instant kill

Avaible: At 1/2 Empress Max HP

Unit Type
Artillery
artillery
HP: 400
Basic Attack
Cannon Ball
cannon ball
Damage: 150 hp
Special Attack
Firework
firework

Throw type: Timed throw must hit as the fuse finishes burning

Damage: 300 hp

Avaible: Always

Unit Type
Ninja
ninja
HP: 700
Basic Attack
Ninja Sword
ninja sword
Damage: 75 hp
Special Attack
Throwing Stars
throwing star

Throw type: Spinning throw. Must spin the cube as you throw

Damage: 150 hp

Avaible: Always

Unit Type
Peasants
peasantspeasantspeasantspeasantspeasants
HP: 1000
Basic Attack
Farming Tool
farm tool
Damage: 25 hp
Special Attack
Kamikaze
kamikaze

Throw type: Sacrifice. Does 200 damage to peasants.

Damage: 200 hp

Avaible: Always

Gameplay Pics

If you would like to see this game on the Sifteo platform let them know (tweet, fb, etc). Also I am only allowed to work on one game for them at a time so if you'd like this to be the next one on the queue make your opinion known.

Copyright 2013