Wow I'm glad you saw it :D Sorry about the typo >,<
Kenomic Games
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Thanks for the response, I'm glad you liked it! It's actually especially harder if you prefer to work alone but you don't have the best capacity to do so. It'll be like you're resisting your own desires, which can be at times counter-productive.
But yeah, as you said, Apeirozoic will live on my future projects. People seem to really like the "Combiner" concept integrated into deckbuilding. Inscryption actually already did it!
It's been almost 6 months since I last updated the digital version of Uncontained.
So now, after nearing the full publishing of Uncontained along with the 7 official expansions on TheGameCrafter, I want to focus on the digital version, so players that don't have the capacity to do Print and Play, purchase a Physical Copy or play the game on Tabletop Simulator, they would still have an alternative option with fully immersive experience.
So far, I've been able to polish a prototype version of the player's hand, one of the major problems I've encountered 8 months ago when I started the development of Uncontained's digital version.
Now that's all handled, the only problems left would be handling proper AI and player management.
Feel free to comment down any ideas!
Ohh yeah, I'm still working on the card game, we actually just playtested the game a few hours ago with the SCP-610-themed expansion. Come join our Discord and ping me, it'd be awesome to walk you through on TTS and play some times. But yeah, I really want to work on a new game now too, but I'm still jsut 50% driven on this SCP tycoon concept. At the moment though, it's actually fun to work on it.
Hello, I'm working on a new game. I already have a prototype right now but it's still far from being a "game".
Anyway, as the title implies, this will be a tycoon/management/simulation game based on the Foundation. At the moment, much of the prototype is based on TangeantFox's SCP Clicker game, but I think my game already has systems and mechanics that make it distinct from SCP clicker.
One such system is the "Events Log" part and how anomalies work of the game. Anomalies work like this:
- An anomaly will be reported as an event on "Events Log".
- Then you deploy "Field Agents" to confirm if it's existence. There will be a danger rate to each anomaly where there's a chance the agents will fail the mission and result in a random number of casualties instead.
- Once identified the anomaly will become recognized as an "uncontained anomaly", moving to the "Uncontained" tab with the "question mark" image.
- You then may "analyze" this anomaly for SCP classification through the use of "Field Researchers". After that, the image of the anomaly will be unlocked along with its designation.
- Lastly, you may contain this anomaly using "Containment Agents" and choose which "Site" (i.e. site-42, site-66, etc) do you want to contain it. You get sites by hiring Site Directors.
Overall, you have 3 goals in this game:
- Avoid getting bankrupt (hence "Unfunded").
- Avoid the end of the world by preventing the "Breach" rate from reaching 100%.
- Avoid a Lifted Veil Scenario by preventing the "Publicity" rate from reaching 100%.
Obviously, anomalies will increase your Breach and Publicity rate, while personnel will decrease them. So the core of this game will be on managing everything as optimal as possible.
At the moment, the prototype has 2 anomalies just to type the programming of the game, but I've already designed the project so new types of personnel, shops, unlockables, and anomalies can easily be configured and added to the game.
I plan to add as many anomalies as I can, make it the game as deep as possible. I also plan to add GOIs, such as Marshall, Carter, and Dark where you can purchase certain anomalies to them.
Ultimately, if I had the networking aspect and online systems work, I can incorporate some kind of the online economy and even trade to other players as an online feature. Anything is possible!
I'm open to all ideas so if you got any, feel free to shoot them out!
Do you mean the first expansion? Sorry but I pulled it up :( You can read more about why I did that here: https://kenoma.itch.io/scp-card-game/devlog/124009/core-set-spicy-new-stuff-and-...
1. Yes, I'm already planning that. But at the moment, I'm still working on the functionality and design aspect, since most stuff still looks shit, and I think that is more on the "user experience" aspect.
2. Well, I think I'm gonna pass on your suggestion for automatically discarding civilians, since discarding the right civilian can impact the game. Bear that some anomalies would require specific types i.e. gender.
Ohh yeah, so the art for the civilian family, couple, female and child, as well as most character cards, are still placeholder art as of the moment. We're still waiting for Sinsekai to complete these final art. :)
If it's okay, mind telling me how are you playing the game right now? Are you playing with your friends, family, coworkers, etc? :)