Candy Land: A New Mechanic
This project was to take an existing game and add a new function, how the game plays, to it without it disrupting the main flow.
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In the game Candy Land, the players goal is to find the lost king of Candy Land, King Kandy. The players need to find their way from the beginning of the track to the end. Whoever gets to the end, the Candy Castle, wins the game.The game is on a board with one linear track curving all around. Each space is either red, green, blue, yellow, orange or purple. There are also pink spaces, which are themed. The game also includes card for each corresponding color, as well as cards with special places on them. Each player has a gingerbread game piece that is either green, blue, red or yellow.
To play, all players start from the “Start” space. Whoever is the youngest starts first. Each player will then take turns drawing cards. Whatever colored card the player gets, they will move to the corresponding color space on the board. If the card has two colors on it, the player will move to the second color on the card. If a picture card is drawn, the player moves to the match picture on the board. The picture can either be closer or farther from the goal. There are shortcuts, but the player must land on the exact space in order to use it. There are licorice spaces named after the villain of the game, Lord Licorice. If the player lands one, they lose a turn.
Here is a list of new game mechanics I came up with:
1. Tart Candies: These are game pieces that are awarded to the player depending on whichever spaces that have a tart candy marker on them.
2. Switch cards: Allows the player to switch places with the top player that is ahead of them.
3. Soda pop: Can be used to blast a player from a spot on the board that the user just so happens to be on in another place on the board. The user will then move to that player’s spot.
The Top new game mechanic that I choose was Tart Candies. These are game pieces that are awarded to the player depending on whichever spaces that have a tart candy marker on them. The player can only have one candy and can only use it once during the whole game. The player can then use the tart candy to move up three spaces, depending on where they are on the board, or choose another player to move back two spaces. If the player lands on a Tart Candy space again within the same game, they cannot get another. For example, if the player lands on a red space with a tart candy, the player will get a piece of the tart candy. Then, if the player can decide when to use the tart candy.
Here is a example of how gameplay would go. There are four players, Jen, Will, Paul, Vinnie. Vinnie is the youngest, so he goes first. Jen moves second, Will moves third and Paul goes last. On turn 4, Jen lands on a Tart Candy space, she saves it for later. On turn 6 Jen decides to use the Tart Candy on Will, who has to move back two spaces. On turn 8, Paul lands on a Tart Candy space, he saves it for later. On turn 10, Paul uses the candy to move up three spaces past Vinnie. On turn 12, Jen wins the game.
Overall, the addition to the Tart Candies could bring more excitement and challenge to the gameplay, which can be considered as mundane. Thank you for seeing my pitch!
Below are images of the different mechanics, including the top game mechanic, as well as the space on the board. There is also a image of what landing on the space looks like.
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The game has a theme of candy, so I had to stick with that theme in mind. Since the game only uses cards to determine where the player will go, I thought it would be good to have a physical object for the player to have in possession. Tart Candies came to mind when I learned about the special characters and pathways within the game and how they worked. I thought adding to it but with a twist would spice the game up. For the look of the candies the cotton candy aesthetic looked great as there was no cotton candy themed area in the game. The Tart Candy space was to reflect the Tart Candies themselves.