An infinite runner with multiple level types and a short, branching story all about work-life balance. Originally released to the App store.
I designed my own Tabletop RPG that better suits my style of DMing. It's incredibly simple and can be played with nothing more than two d8s and a few sheets of paper. The average time to learn it is under an hour, even for complete newcomers to tabletop roleplaying.
My goal was to take the typical roleplaying game experience and convert it to the same level of time commitment as a board game. If you'd like to play a session, let me know!
"Don't Look Down" is a relative gravity ball game. Each player has their own, local gravity that they have complete control over, allowing them to decide which surface they consider "the floor". The objective of the game is to retrieve the ball from the centre of the maze-like map and throw it into your goal. If you see the other player, you can "tag" them to force them to throw the ball immediately.
The result is a gymnastic, fast paced scramble for the ball where the person who can bend their brain to match their constantly shifting local gravity will come out on top! Or is that the bottom?
I had great fun designing the levels for this game!
I created a dialogue system that allowed you to end or re-join the conversation at any point. It wouldn't pull you into a specific camera position but rather allowed you to continue playing as normal, occasionally offering up timed choices of what to say next. Failing to pick within the time limit was also a choice, allowing you to deliberately create awkward silences or give the impression you weren't listening.
If you walked too far away from the speaker, they'd transition to a farewell branch of their dialogue and the conversation would be interrupted. If you returned later on, they would remember that you'd walked off and start the conversation back up again. The subject being discussed would be resumed naturally using a bespoke reintroduction branch for each topic that varied based on that character's current disposition. You could feel characters becoming more and more annoyed at you!
Certain conversation topics could also alter the disposition of the person you were speaking to and leaving in the middle of their sentence would significantly decrease their disposition. If they didn't like you any more, they would refuse to talk to you. I was very proud of the robustness of the system and how natural it felt to interact with the characters!