Wednesday, September 18, 2013

A Reflection Upon Week 1: Our Groundwork

So, with a full week in the bag since the inception of Shipwrecked!, the main questions on your mind are most likely: what on earth is Shipwrecked! and what do you have to show so far? Shipwrecked!, the brainchild of Paul Munnelley, Alex Kitchen, and Chris Pantuso, is a survival-based card game pitting players against not only each other, but also against the natural dangers of the deadly, tropical wilderness.

In developing the basic idea behind our game, we wanted to make sure we met some of the "Player Experience Goals" discussed in class last Thursday. Through our fast-paced, quick-thinking game, we've made our best efforts to create the basis for a game in which a sole survivor is crowned through a series of well thought out decisions.

In Shipwrecked!, players take on the roles of survivors stranded on a mysterious island. Forced to scavenge items as the game progresses, the survivors must overcome obstacles that present themselves not only to each individual player, but at times to the whole island. Through a clever balance of trust and deceit, survivors may band together to form alliances or turn against each other, all in an effort to vie for the coveted escape from Shipwreck Island.

The catch?

There's only room for one.


  1. Core Mechanics:
    Start with 5 free item cards, 2 rations

    1. Draw an event card AND an item card (on first rotation may draw/buy two)
    GREEN- Choice to participate in event
    RED- MUST participate in event
    2. Only if Event is COMPLETE, you may BARTER (exchange your rations for a random card of a player of your choosing)
    Price- 3 rations
    3. If >10 rations, may exchange for 1 of 3 ship pieces

    After Each Rotation (Round):
    1. ANY player Draw one ISLAND card (Affects EVERYONE)
    MANDATORY participation by each 'survivor'
    *success- Refer to ISLAND card for payment/reward
    *failure- Lose 3 rations

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  3. In our previous class we as a group discussed what needed to be on each card that we will make. We have island cards which are played at the end of each round, encounter cards which are played during a players turn, and item cards which can be used to help you progress through out game. It is important that we don't have cards that can ruin the game for a player if they don't draw that card or if someone else plays that card against them. We have made prototype cards outside of class which we will be bringing in to test our game to see if there are any defects in it that create a bad player to game experience.

  4. We have made great strides with our game since its inception in class. One of the harder parts was figuring out how to make the game not rely so much on chance and to also give the players more of a choice so they can dictate the direction that they would like to head going forward into the game. We came up with some great ways for this by showing what the island card is at the beginning of the turn so players can prepare for it and by also showing the encounter card and giving players the option to take that card or take the next, but they will have to do the next no matter what. The game came together really well and from what our team member said about the play testing with other groups, it went smoothly and they liked the changes that we made.