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Renaissance 2090

Game Information
Short Introduction: 
The always-clichéd brink of extinction is closer to reality than ever before. In a post-apocalytic world, information,knowledge and inventions for basic survival of human kind are lost to society. To survive you and your clan need to navigate cyberspace, recover information about society and return it to your people. Under your guidance your band of collecters and protectors recover critical survival information that will give you the power to rule the world.However you are not the only ones. Other clans are are also scouring cyberspace to obtain this vital information as well. If you fail to get it before them you and your people are doomed to die.
Platform/System: 
non-digital (board game, card game, physical game, etc.)
Brief Play Description: 

Renaissance 2090 is played in turns. The first player is determined by the highest dice roll and then turns are assigned in a clockwise direction. Players can move in any direction along the vertices of the grid with their character tokens. Players make two moves per turn. The collecter and the proctector are moved in every turn. Players collect information and destroy other collectors as they move across the game board. Winners are determined by the highest amount of information tokens collected.

Achievements and Credits
GGJ-2011 Achievements: 
Game for a Cause: The game is about a social or political issue that can be solved solely through increased awareness.
Team Image: 
Contributors: 
The Gnu
Contributors: 
Raikana
Contributors: 
auramnar
Contributors: 
klj2010
Contributors: 
Silas_Wallerstein
Contributors: 
kachacra
Credits: 
Graphic Designer - Victoria Gleason Concept Developer - John Hartung Production Manager - Angela Ramnarine-Rieks Game Play Testing - Silas Wallerstein, Katherine Jeremko, Kimberly
Downloads
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Your rating: None

Submitted at SU Game Jam (United States)

The Gnu

Design Comments and Appreciation

We had to go into production before working all of the bugs out of game play. The most significant problem still to be solved is balancing the power between Collectors and Protectors. As it stands, opening game play is fun but too many collectors are wiped out before any significant information is secured as you get to mid-game. I have some ideas for adjustment which I'd like to try just to get a real sense of completion for the game.

I want to say thanks to all my teammates for the hard work of creation, production, and play testing. I also want to thank all the event directors and everyone who joined us for SU game jam 2011. Please invite me again next year.

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