By the way, items that you can see at a uniform price of 100 yen are lined up immediately.
In the previous article (here), the skeleton of the game was decided to be "mini-game collection of speed games".
Then, it is the image above that I bought something that seems to be usable for 100 yen uniformly with a strong ally of creation in what kind of mini-game to play.
(Recently, bodge began to be sold at a uniform price of 100 yen, and a strong ally is likely to be a strong rival…) I think we can sell ideas and work together…)
Well, back to the story, laundry scissors, balloons, table tennis rackets, etc. are in a chaotic state.
I have high hopes for what kind of mini-game it will be, but all of the items in this photo are "botted items".
The reason for the bots is related to the titles of this time, "ingenuity" and "price".
The photo above is "adopted items" that I posted before. I don't think I know why just by looking at it, so I'll say the answer quickly.
Simply put, "How many mini-games can the item be used for?" was different.
For example, even if you think only with a chip, you can put it on something, stack it, throw it in, collect a prescribed number, and so on. On the other hand, the impression of using a botted laundry scissors etc. was too strong to pinch something, and it was difficult to make a game using other uses, and it became botted.
One item can be used for various games, so even if you narrow down the components, you can increase the variation of the game, and at the same time, "Do you want to use it like this!?" You can also produce freshness and surprises.
On the other hand, it is good to put a lot of components that only have a specific use, it looks flashy, but it will inevitably affect the price, and in the structure of this mini-game collection, items such as "this component is only used in this mini-game" seem to get bored quickly, so I wanted to avoid it.
That's why mini-games were created so that various items could be multiplied and used together without making shadowy items.
Well, it is a little difficult story from here.
It also costs money to make the game. So I want to reduce the components. However, elaborate components are one of the charms of analog games, and I want to stick to them.
The more things you put in the package, the higher it will be. The more money it costs to make, the more expensive the game will be and the harder it will be to buy.
Therefore, the <a0>
"Do you really need that counter?" 」
"Can't you reduce the number of cards?" 」
"How many players are there, not too much?" 」
It is not possible to avoid the story of the direction to reduce it like. It's a hard place.
Therefore, it is also necessary to devise ways to make games with fewer components.
"Can't I change the direction of the card instead of increasing the counter?" 」
"Why don't you use it on the front and back of the card?" 」
"If you write a shared component in a instruction or box, wouldn't the number of components increase so much as the number of people increased?" 」
There are such ingenuity everywhere in existing games such as.
Talking about money is not very welcome, but if you look at the game from the perspective of "saving components" when playing your favorite bodge, it may be fun to make new discoveries or notice the ingenuity of the game designer.
Well, next time I will write a story about the tempo of the game. I think it would be good if I could write about the tempo of the game and how to tighten it.
It is scheduled to be updated around 12:00 next Monday.
If you can follow Twitter, it will be easier to catch updates, so thank you.