Kangaroo Court
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Asymmetric Card Game
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2020
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Gamemaker Studio 2
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Team of 2
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Designer, Developer
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3rd place winner in TAGD Spring 2020 game jam.
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Asymmetric card game where two players take the roles of either "Defense" and "Prosecution" with unique abilities and win conditions.
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Some rules of the game, stylized as "Laws", can be changed midplay by either player.
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Play at https://willfish-dev.itch.io/kangaroo-court
Overview
Kangaroo Court pitches a "Prosecution" player against a "Defense" player. Each player has their own conflicting win conditions and special ability. However, the core rules for each player are the same: on your turn, play one card to any spot in the sequence and win by getting five cards that match your win condition. The rules for what cards count towards a win are highly variable. "Laws" determine how cards are counted towards win conditions. Each player can change "Laws" with a play of card.
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Ultimately the goal of the Kangaroo Court was to make a light and quick card game that lead to fun, dramatic, and unexpected outcomes while still being grounded in an emergent strategic system. I would say Kangaroo Court succeed towards that end. The sequence and various card effects allow for both strategy and surprise, and the win-con changing "Laws" allow for dramatic and swing-y turnarounds. The decision to let cards play for both value and ability was particularly impactful, as it gave weight to each decision and led to interesting trade-offs. However, balancing could have been improved, and the representational elements of the game, while present, are lacking.
Responsibilites
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Designer
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Mechanic/System Design
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Balancing
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Play Testing
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Developer
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Game Mechanic Implementation
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User Experience Implementation
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Networking (Unfinished)
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Artist
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Character Design
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Some UI Elements
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Audio
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SFX​
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Team
Timothy Yabuki
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Composer
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Codeveloper
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Coartist
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Codesigner
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Timothy and I shared a lot of duties on this project. Timothy has a good artistic sense in all aspects of games and is a great composer. He ended up focusing much more on the UI/UX side of the development and design.

Postmortem
What went well
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Mechanics design and play testing led to an emergent and unique game that fit our vision of a quick swing-y game of mind games and "big plays."
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Tying card value and card abilities to a single action made decisions varied and lead to impactful trade-offs.
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Attention to UI/UX helped to simplify a complex game and make it easy to understand quickly.
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Visuals and sounds, especially the dynamic effects, greatly contributed to the polish and feel of the game.
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What went wrong
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Balancing issues between the two asymmetric players led to one side (the Defense) being weaker.
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Representational and thematic elements, while present, could have been improved.
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The large amount of card effects caused confusion and obscured strategic thinking for newer players.
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Inexperience with networking code led to a large amount of time being spent on a feature that was never implemented.
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Poor management caused last minute crunch and some minor team conflict. The team conflict, fortunately, was resolved appropriately.
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What I would have done differently
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Spend more time communicating and scheduling with team members.
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With more time, would have spent more testing and balancing.
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Given the defense a stronger ability, such as being able to draw two keep one.