個人制作ゲーム【 20210303(仮)】
私が個人で制作しているゲームのデモ映像(スクショ)です。 映像はYouTubeで以下のURLからご覧いただけます。
Indie Games【20210303】
This is a demo video of a game I am personally working on. The video can be viewed on YouTube at the following URL.
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個人制作ゲーム【 20210303(仮)】
私が個人で制作しているゲームのデモ映像(スクショ)です。 映像はYouTubeで以下のURLからご覧いただけます。
Indie Games【20210303】
This is a demo video of a game I am personally working on. The video can be viewed on YouTube at the following URL.
SUMMONING TOYHOUSE CREATIVES TO CHECK OUT THE MAWA SUMMER JAM PROJECT 2023 SHOWCASE! ✨
Hey! If you got a Toyhouse, and want to play some original character RPG and Point-n-Click games, watch some animations and animatics, and read a whole manuscript all made by budding indie artists and developers, now is your chance! >8)
[MY GROUP OF CREATIVE FRIENDS WORKED THEIR ASSES OFF FOR 3+ MONTHS STRAIGHT AND HYPERFIXATED ON THEIR CHARACTERS FOR THIS SHOWCASE!]
You should check it out and maybe cast a vote if you enjoyed anything that was made here. I was part of the anime OP animation team. ;]
Project Banner arts were made by @2devils @theelfdruid @dumbratinjade and myself! Also mentioning @pastelypunky for a lil boost too~
what if,,, am make witch game?
Part of the Dragonborn Saga - a game anyone can play -
SHARDS: A Game of Imperfect Balance
Shards is a traditional, highly tactile game of random chance, spatial awareness, and push-your-luck strategy. Born as a folk game on the streets and later adopted as a status symbol by high society, the game revolves around reading the unpredictable movement of mismatched, non-linear pieces to navigate a scoring field.
The Components & Scale Boundaries
The Shards (The Dice): The game pieces themselves. They are entirely non-linear and asymmetrical, possessing irregular facets and uneven weight distributions.
The Basics on Size: To maintain ergonomic play, no single piece can be larger than a standard 20-sided die (D20), or 22mm maximum
Street Variant (a spin on "Nine Pieces of Eight"): The original form of the game uses pocket-junk, small weighted pebbles, teeth, buttons, shells, or nails.
Elite Variant: Wealthy players commission master smiths to forge custom shards out of flawless obsidian, semi precious stones, metals, and bone.
The Active Pouch: A player's active game sack can hold up to 50 pieces total, allowing them to curate a roster of different weights and shapes. (Collectors and hoarders may maintain unlimited pieces in their private vaults).
The Hand (7 Max): Regardless of pouch size, a player can never toss more than 7 pieces at one time. Pieces are pulled blindly from the sack by feel, shaken, rattled, or juggled in a closed palm before being cast.
The Board: The Twin Rings
The game is played on a dual-circle mat (ranging from rugged scrap leather to smooth sugar-glossed parchment or beaten felt-fur).
The Outer Boundary: The large, main circle containing the entire playing area.
The Mid-Range Circle (The Target): A second circle positioned just under halfway on the inside of the outer boundary, creating a "doughnut" shape.
-Core Mechanics & Scoring
The ultimate objective of Shards is to accumulate points through consecutive throws without ever crossing a lethal threshold: 100 points is the absolute cap.
The Scatter: The player casts their chosen handful (up to 7 pieces). Because of their irregular shapes, the pieces do not roll cleanly—they skid, hop, and bounce unpredictably across the board fabric.
The Face Value: Each shard features numbers etched into its unique facets. Once the pieces settle, the face-up values are added together.
The Ring Modifiers: The landing zones drastically alter the score, creating a strict risk-versus-reward mechanic:
Inside the Mid-Range Circle: This is the ideal target zone. Every piece that successfully settles here grants a -5 point deduction. This safe zone allows players to bleed off points, lower their score, and survive.
Everywhere Else (Center or Out of Bounds): Any piece that completely misses the mid-range ring hits the penalty zone, slapping a brutal +5 point addition onto the player's score.
-Winning, Melting, and Stakes
The Melt (The Loss): Breaking 100 points in any way (even by a single point) is called a "Melt." The player automatically busts and is knocked out of the game.
The Last Stand: The player who throws last holds the ultimate tactical advantage. If they can execute a controlled throw, balance their ring modifiers, and remain under 100 with the highest score on the board, they win.
Traditional Stakes: Traditionally, the first person to "Melt" automatically loses pieces from their active handful to the winner. A series of losses can completely strip a gambler's pouch bare, forcing them to rebuild their set from scratch.
Superfecta is a betting game for two or more players. In Superfecta, players are betting on a horse race simulated by drawing cards from a deck. Players can simply bet on which horse they think will win, or can place more exotic wagers to try to predict the order of finish of two or more horses!
Superfecta is based on Horse Race, a much older game which appeared in John Scarne's Scarne on Cards (written 1949, revised 1965). Horse racing has changed a lot since 1965, and so have card games. Bookmaking isn't a part of horse racing anymore; horse betting is done with a parimutuel system, where the winning bettors are paid out from the bets of the losers. Fortunately, it's much easier to implement such a system in a card game than it is to play bookie—most people don't have such a reflexive grasp of probability to allow them to quote odds in real time.
Thus, we've updated the old game of Horse Race to create a new game we call Superfecta. We've eliminated the bookmaking, and worked in a few different wagers used in modern horse racing to add excitement to the game. We think the result is a smoother and more fun experience for your game night.
Rules of Superfecta