For this project i have been tasked with making 3 different paper games with the theme of puzzles, one of these i was then to make from paper and play test in my next lesson.
Code Breaker - the player is given a simple riddle, this riddle relates to an eight letter answer which is spelled out across a board in a hidden code. The player is given a decoder wheel so they can code in the password and get safely across the board.
Combination Codes - A puzzle memory game where the player has to escape the dungeons to win the game. The player starts at one end of a map, they then travel the map hunting for scraps, on which are letters of the pass-code which is needed to escape the dungeon.
Maze Mayham - Search and destroy is the aim of this game. This two player game has two teams one as a terrorist group guarding a bomb, the other a single counter terrorist solider attempting to disarm the bomb. the challenge is for the counter terrorist to maneuver his player around the enemy counters whilst the terrorists attempt to stop him, this sounds like an easy win for the terrorists but they have a slight handicap, only one of there pieces can be moved per turn meaning that the player must plan ahead to win.
Code Breaker - the player is given a simple riddle, this riddle relates to an eight letter answer which is spelled out across a board in a hidden code. The player is given a decoder wheel so they can code in the password and get safely across the board.
Combination Codes - A puzzle memory game where the player has to escape the dungeons to win the game. The player starts at one end of a map, they then travel the map hunting for scraps, on which are letters of the pass-code which is needed to escape the dungeon.
Maze Mayham - Search and destroy is the aim of this game. This two player game has two teams one as a terrorist group guarding a bomb, the other a single counter terrorist solider attempting to disarm the bomb. the challenge is for the counter terrorist to maneuver his player around the enemy counters whilst the terrorists attempt to stop him, this sounds like an easy win for the terrorists but they have a slight handicap, only one of there pieces can be moved per turn meaning that the player must plan ahead to win.
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