Welcome to the first Devlog
Hello game fans and welcome to the first frantic nerdiest Games develop. Aj here lead designer for Frantic Nerdiest Games and in the semi-regular (I hope) Game devlog’s we hope to bring all the information about where our games development are at. If you have any questions, please feel free to hit us up on our social media or via our contact us form on this website.
So What games have we currently got in development. Well we have just a couple. Most are in the, lets not even talk about them stage at the moment, while others are deep into development and play testing. So let’s talk about a couple of our games today.
Monsters At War
What is this game? Well Monsters At War is card shedding game, where you must get rid of all the cards in your hand, then your cards that are on the table. First player to get rid of their cards is declared the winner of the round. This game takes a lot of inspiration from the standard deck card game “Shithead”. While it shares DNA with that game, we have taken it, added powerful cards, put leaders into the world and based it in our own universe called the weird world of Monsters.
Where is the game at?
Well this game is done. Wrapped up and ready to rock and roll. The game will be getting released as a downloadable Print’N’Play game, which we will be selling here on our website as well as other sites where print and play games can be found. You will be able to buy the files plug em into your printer and get playing. We also have a limited run of Physical copies that we got printed as well. Now these are still in the getting ready phase, but will be getting released very soon. So make sure to follow our socials to see when this one goes public.
Underground Dice Racers
Underground Dice Racers Is a 2-4 player push your luck dice racing game. Each player takes on the role of a race car trying to make it to the end of the track. The track is build from a. Custom deck of cards, which means every game is different. Each card has a number on it that the car must get in a dice roll.
This game is a lot of fun. I originally came up with the concept for this game while sitting in a GP’s waiting room whilst I was sick, scribbled notes into my phone, and the ideas kept flowing and flowing. Well 95% of those ideas did not work. But that 5% that did work, after many iteration became a stupid fun push your luck game.
Where is the game at?
Well I’m happy to say that this one mechanically is done. The game works, all the cards and abilities etc work and we have a Print’N’Play ready to go. So this one will actually be getting released after Monsters At War. Now unlike Monsters At War, this one will not be getting a Physical release. AT THE MOMENT. But if the PNP sells well, we may be convinced to do a Gamefound or Kickstarter to get some psychical versions made up for our FNG fans.
So again make sure you keep an eye out on our socials for when this one gets released and we will also talk more about it in the podcast closer to the date.
Oh and if you would like to know the full rules, there just so happens to be a how to play video already made. Check it out.
Armoured Skies
Ah Armoured Skies. This game is one that I have been working on for around 5 or 6 years now. It originally started our as a 3D Printable miniature game, which when through MANY different version, into its current Miniature agnostic game. Meaning that this game will simply be a ruleset, where you the player can use any miniatures you have in your collection.
So What is the game I hear you say. Well Armoured Skies is a game of arena aerial combat. Set in a future where the world has become to polluted to live on, humanity lifted to the skies and now lives in floating city. The area sport of aerial combat soon arose. In the game you build out a couple of ships for multiple different options and verse your opponent.
Where is the game at?
Ok so this one is very much still in development. We recently changed the system for clouds. The old version had printable sky tokens, that where size 1-5 that would be placed around the board at the start of the game. But through a random conversation with myself and Brock, we came up with the idea of using cards instead of tokens. So we made a heap of little mini cards (like those used in a lot of FFG games). And now if a cloud size 5 has to be placed, you simply take 5 cards and then place them how every you like along as they are touching each other. It instantly made the placing of clouds at the start of the game so much more strategic.
The objectives are still being created. We have a few developed, which are a lot of fun, but we still need more. This is because in this game each player rolls for and objective, and then both players have those objectives during the game. The objectives also dictate how long the game goes for. Eg one objective may have 2 rounds, while the other players may be 3. Put them together and the game will last for 5 rounds.
And there is still a bit of work to this one and we don’t get to play test it that much. And to be honest it has been put on the back burner more Than once.
Rift Chaos
This is my newest of my game babies. Rift Chaos is small scale miniature game, very much in the feel of games like riot quest, monsterpockalypse, war cry etc. It is designed to be a kitchen counter size game, where each player will field a team of 5 Monster and attempt to gain more rift crystals than their opponent.
This game is set in our Weird World of Monsters universe, and is about teams of monsters who delve into mystical rifts in the world in order to mine extremely valuable rift crystals, the only problem is normal there is more than one team looking for the crystals and this leads to fights.
The game is going to be a fully 3D printable game, with fully unique sculpts of Monsters and terrain. We currently have 10 monsters sculpted and 1 set of terrain, I still have 1 more set of terrain to sculpt for the “Starter” Teams. We still don’t know where we will release this one. On our site for sure, but we are also thinking about maybe having a Myminifactory store. We will see, we are still a ways of from release of this one.
The game has had two major versions up till this poiont. Version one, the game was going to be a grid based game, where there were 8 different zones that all connected via portals and movement. But, I just wasn’t a fan of it after much play through. The scoring system also changed in this version a few times, from just collecting crystals, to having a deck of objectives, where if you completed it you scored crystals equal to its difficulty, but this led to some very extreme blows outs in scores.
The game has since moved to a 24”x12” play area and introduced terrain into the game. The terrain is a key part to the rules now as each player must contribute a set of terrain as part of their team. All terrain has some effect to gameplay, whether it be damage or conditions etc. In this version we also changed for having 5 monster for each player on the field at all times to 3, and if one dies it just gets swapped out for one in reserve. This version we also switched out dice for cards, in a malafux style, but after about 5 or 6 playtests with this we decided going back to dice was a much better option. Currently we have gone a d12 dice system, which we will be testing in the next play through.
I also have been working on designs for new monsters to introduce into the game, as well as toying with the idea of bringing monsters for our card game Monsters At War into this game as well. We will see.
Ok well that’s all the games we will talk about in the devlog. I know it wasn’t much of a here its what we did in the game devlog it was more of a here is what we have. But its develop 1 stick with us and we will bring you more juicy stuff in future devlog’s. And make sure to follow our socials to keep up with all things coming from Frantic Nerdiest and Frantic Nerdiest Games.
Lova ya.