Coming to Kickstarter in 2016. EXO – Wielding the Universe, is a universe exploration game for 2-4 players. The game is based on real data on stars in a way that the whole universe may be randomized in a single dice throw. EXO may be played in a simplified and a full experience version.
The players take part in a journey using the first version of a warp drive. The goal is to travel star systems in distant galaxies and bring home discoveries in the form of knowledge, exolife, exosubstances and Zero-G product items. The more each player bring home, and the more variety there are in what you bring home, the more fame you receive.
The winner is the player with the most fame.
This prototype-grade warp drive is effective but hard to steer, making you that are travelling with it part explorers and part test pilots on you brave journey into the unknown. You all travel, jumping between galaxies together in a convoy, connected to a mothership where warp drive is. About 9 months elapses on each star system visited, separated into 3 turns. In each star system you travel individually and compete to make discoveries that generate fame. At the end of the year at each star system you spend a turn representing about 3 months warp-travelling, interacting and integrating with the other players crew. You can try to convince them to lend you their equipment, convince them that their discoveries really were yours, try to affect the motherships warp computer or maybe romanticize other players crew members to have them live on your ship during the next system. During the warp the warp drive tries to jump back to earth. If it is successful, the game ends and you make the final scoring. In other case you end up in another star system, where you collect discoveries again. Play time ~60-180 minutes.
Get Planet X on:
Android (No ads)
Planet X is a retro style 2D, side scrolling platform game where you get to place your own platforms on the fly as you play. Published on June 18 2015 on Google Play and soon also on App Store.
40 levels, all in 3 play modes, increasingly challenging, awaits you as you explore deeper and deeper into the planet.
Try to beat the levels, to beat them as fast as you can or using as few platforms as possible.
And challenge your friends to beat you on the high score lists.
In a future, closer than you may think, you control a lone space traveler, who is lost on a small planet in our solar system, far away from the sun, beyond Pluto. Some people debate whether this is a planet or not…at the moment you don’t care, you need to find a way to get home since your spaceship has broke down.
On Planet X, you have found numerous of ancient alien artifact teleport gates that lead to different places on the planet.
The purpose and structure behind them is lost in eternity, but somewhere on Planet X there is supposed to be a big portal leading to the space station TERRA 42, that is orbiting earth.
This is what you were sent here to find, since a strange connection to some portal here have been detected on TERRA 42.
All you have to aid you in your search is your platform generator, your space suit and your feet.
SUCCESS ON KICKSTARTER!! Our game HIRÞ managed to get funded, check out the page HERE And HIRÞ has also been nominated for “Most Anticipated Abstract Boardgame of 2016” at BGG and ended up to be the 7th most anticipated abstract boardgame in the world 2016!
HIRÞ have received two reviews, both great, by Another Dungeon and Beards and Boardgames
HIRÞ is a 2-player abstract strategy game were two leaders (Viking Kings) fight in an archipelago. The first to push the other players king of the board wins. The game will be produced in wood and cloth, with deluxe versions made of leather and iron. The design idea was to make a game that feels as if it could have been played by vikings during their travels. This has according to playtesters succeeded well, almost 100% of them believed that this was actually a replica of a real viking game. The second ambition was to make a game with as few spaces as possible (number of squares) and still have it interesting to play. Although it has only 11 squares the combination of three different abilities of the pieces and the mechanic of using moves to build stronger units makes the gameplay challenging. Play time ~20-60 minutes.
In the game Children’s business the players take turns in trying to explain how different intricate situation at various example situations from the business world affect children. The game is meant to be an ice-breaker, thought provoker and basis of discussion in internal work groups at companies where projects concerning Unicefs The Childrens Rights and Busines Principles are initiated and developed. Produced by Tiny Globe. Play time ~20 minutes..
When teaching game design, numerous unpublished student projects have been supervised focusing on design process. This include electronic projects (videogames) as well as analogue (boardgames). One videogame project has become published; A Story About My Uncle. 20 of the boardgame projects have become published here and here . They are all obtainable through online book stores. One design challenge for these boardgames have been that they should be print-on-demand, which they are.
Ion Game Design takes interest in research centered around game design, with a focus on prototyping. In this area Ion have taken part in developing a model called Designscape, that can provide information about the progression of a game design process and its prototyping work. This is done using a 3D coordinate system for visualization of data that is collected and analyzed based on rhetoric theory. Designscape is fully implementable in a Scrum workflow.
IMD-Spelet or The IMD-game is a game that was published as a part of an exhibition catalog in collaboration with Södertörn University. The design challenge was to make a game that was possible to fit on a cover for the catalog. Also the ambition was to make an abstract game inspired by IT-knowledge that had visual links to the graphic charter of the IMD-programme. Game Design by Jon Manker prior to Ion Game Design was founded. Play time ~20 min.
rikedom.nu is a game that was a part of a campaign launched by Sida, (the Swedich government agency responsible for organization of the bulk of Sweden’s official development assistance to developing countries). The campaign informed the public nation-wide about Sida’s work and views on poverty in the world in general and in development countries in particular. The game was a browser-based quiz game including mecanics for life-lines and time limits. The goal was to make something that appealed for a broad audience at the same time as it har mechanics that drove the game play and educated the player. Game Design by Jon Manker prior to Ion Game Design was founded. Play time ~10 min.
The Heat-Only Boiler Station is a game included in the web communication by Söderenergi, a Swedish energy copany. It was geared towards the end customers, equals a general public of energy consumers. The game was a browser based resource management simulator game. The players goal is to keep a boiler station going as long as possible by setting various parametres. The task gets increasingly difficult as the recources is diminished and the error tolerance is lowered as the game progresses. The audience was a broad general public with a focus on high school students. The player got knowledge about how the power stations work by trying to run it through the simulator game. Game Design by Jon Manker prior to Ion Game Design was founded. Play time ~15 min.
Rådgivaren or The Advisor is a historical strategy game commissioned by Östergötlands Museum to celebrate the 400 year day of The Battle of Stångebro. It was produced by a freelance team in which Jon Manker worked with game design. Other collaborators were Ulf Hagen and Johan Vävare. In this browser based game the player took the role as the advisor of the Swedish-Polish king Sigismund trying to help him make the best of his situation as exile King and ultimately change history in his favour (he lost control over Sweden after the battle of Stångebro). Based on the advice given during the game a fictional front page of a newspaper was generated in the end and printed. The information on the page reflected how Sweden today might have been if the course of action back then would have been what the advisor/player suggested. Chances were high that each players page differed since the possible combinations of information on it were billions. It was available in the museums exhibitions and on the Internet. Game Design by Jon Manker prior to Ion Game Design was founded. Play time ~30 min.