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Tumbleweeds - A creative challenge with rewards

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#21 Wouter79   Members   


Posted 08 March 2013 - 08:16 AM

Operation Tumbleweed.



Mother earth launches an attack against the human race that is destroying here.

Things to do.

As a tumbleweed you attack crops and suffocate exhaust chimneys. The more you destroy civilization, the more natural vegetation grows back and the more tumbleweeds you have at your disposal.

More things.

There are environmentalists you can help, banksters you can lock in their house, and economies you can break by blocking roads.

Additional things.

Beware the fires that will quickly destroy your collected tumbleweeds. Rich industrialists will occasionally start large projects to combat you with enormous vacuum cleaners. 

One last thing.

You can also let yourself be eaten by wild animals, hoping to create a plague.


Game ending.

Once the Dow Jones is at zero the rainy season starts and all tumbleweeds are washed away and go back to the earth.

Game ending 2.

If all humans are destroyed the tumbleweeds inherit the earth and come alive as tumblepeople. A strange folk with many annoying habits (arrogant!).

Game ending 3 (loosing).

If the tumbleweeds loose the human beings use geo-engineering to make the earth their bitch. She is transformed to resemble a giant clowns face. Variations: giant boob, baseball (and using it), giant hole in the center (using her for galactic ring throwing), entire surface filled with disco lights, carved out shapes so light of the center comes out.





Edited by Wouter79, 08 March 2013 - 09:18 AM.

#22 jbadams   Senior Staff   


Posted 09 March 2013 - 02:45 AM


A simple puzzle game where the player uses wind to move one or more tumbleweeds onto fertile grounds so they may sow their seeds.  The game would have very simple controls and would best be played with an overhead or isometric view and would be well suited to mobile devices or browser platforms such as HTML5 or Flash.  This game could also easily be created or prototyped as a board game.
The game board
Tumble is played on a grid -- the ideal size would need to be determined through play-testing, or might possibly vary with larger sized maps (which would also contain additional tumbleweeds and obstacles) providing more difficult levels.  Cells of the game board are either fertile or infertile, and each cell may contain either one or zero game play tokens (tumbleweeds, obstacles, etc.).
At the beginning of each level there are a number of tumbleweeds on the board, all of which begin play in infertile cells.  The edges of the board are considered to be an obstacle -- no tokens may leave play by passing beyond the edges of the board.
Tokens are any items placed on the board.  All tokens occupy exactly one map cell, and may be either stationary or mobile.
  • Tumbleweeds:  may be either small, medium, or large, with larger tumbleweeds requiring progressively stronger wind to move the same distance.
  • Bushes:  non-moving tokens which block the movement of tumbleweeds and reduce the strength of wind passing over their cell.
  • Walls:  non-moving tokens which block the movement of tumbleweeds and stop wind.
  • Special: to be described below.
Each turn, the player chooses one side of the board from which the wind will blow, and chooses to utilise a light, medium or heavy wind.  Wind passes from the selected side of the board the the opposite side across each row or column of cells, and may be reduced in strength or stopped completely by certain obstancles.
All tumbleweeds then move the appropriate distance based on the strength of wind:

Weak WindMedium WindStrong Wind
Large Tumbleweedno movementno movementsmall movement
Medium Tumbleweedno movementsmall movementmedium movement
Small Tumbleweedsmall movementmedium movementlarge movement

The ideal specific distances (in cells) of each movement would have to be discovered through prototyping, but reasonable initial values might be 1 cell for small movement, 2 cells for medium movement, and 3 cells for large movement.
Any tumbleweed which collides with a wall or the borders of the map is reduced one size category and "bounces off", carrying out the remainder of it's movement in the opposite direction.  Small tumbleweeds are destroyed (removing them from the board) in such a situation.
Collision with a bush "bounces" tumbleweeds as above, but does not result in damage. 
To pass a level, all tumbleweeds must end a turn on fertile ground, and there must be at least 1 surviving tumbleweed.
Players will receive points based on the number and size of tumbleweeds which have survived and reached fertile ground.  1,000 points per large tumbleweed, 250 points per medium tumbleweed, and 100 points per small tumbleweed.  By awarding significantly more points for larger tumbleweeds, players will be encouraged to try to preserve the condition of tumbleweeds rather than simply blowing them around the level.  
Players will also receive bonus points if ALL tumbleweeds survive the level.  This discourages sacrificing small tumbleweeds unless the player deems it to really be necessary.
Some levels will also have a bonus objective (see below) which may offer the chance for additional points.
Each level will award bronze, silver, and gold medals at certain score thresholds to encourage replaying or careful planning to find optimal solutions.
Special Tokens & Bonus Objectives
Some levels will feature one or more bonus tokens, which will also come with a bonus objective worth a large amount of additional points.
For example, a level might feature a candle which is protected from wind on one or more sides by other obstacles, and offer the player an additional 5,000 points if the candle is still burning at level completion.  For the bonus objective to be achieved the player would have to avoid using wind (either at all, or above a certain strength, depending on the obstacles) from unprotected directions.
Obviously all of this would need play-testing and some areas (such as additional special tokens) need fleshing out.  You would also need challenging (but achievable) map layouts.

Edited by jbadams, 09 March 2013 - 02:48 AM.
Attempted to fix spacing before table.

- Jason Astle-Adams

#23 Stormynature   GDNet+   


Posted 16 March 2013 - 05:58 PM

14 days left on this competition. Enter now before it ends -- and don't forget to express your opinions on the other entrants.

#24 wodinoneeye   Members   


Posted 17 March 2013 - 05:13 AM

Mechs made out of Tumbleweeds with a rockem-sockem-robot game mechanic - turning and shuffling is slow so player has to try to predict opponents moves (perfect for network/internet play).    Sorry no real AI with A* and Influence mappings and a planner for the strategy.


Weird indian shaman magic to create tumbleweed golems ?? 

--------------------------------------------Ratings are Opinion, not Fact

#25 Tangireon   Members   


Posted 18 March 2013 - 06:14 PM


Tumbleweed: The Puzzle Game


Genre: Puzzle Game

Graphics: 3-D rendering of a Tumbleweed Ball

Engine: Turn-based


The mythical and illustrious Tumbleweed Ball unfolds before you. Within this space, you are able to turn the Tumbleweed Ball on any of its axis, using your fingers (mobile app/touchpad), keypad, or mouse. You are able to get a close-up (zoom-in), or a larger picture of this mysterious puzzle (zoom-out). While exploring the Ball, you notice branchways and nodes making up its twisting geometry, indicating traversible pathways. And indeed, travel is what one must do to unlock this puzzle, for nearly at the same time, you notice on the other side of the Ball an expanding empire of node-conquerors, whom have been taking over nodes one by one. Each time the opponent points to and touches a node, they expend Resource to expand to the targeted node - the amount of Resource spent depends on the cost, to which is determined by the number of branchways that node possesses. And each time a targeted node becomes taken over, a number of Resource is returned, the amount to which is determined by the written number on the node itself. You lose if you run out of resources, if your opponent(s) conquer all of your nodes, or simply run out of time without a better score.


But behold, there are more tricks to this puzzle than meets the eye. There may be wormholes allowing shortcuts across the geometry of the Tumbleweed Ball, obstacles blocking expansion, time bombs to which are activated upon expansion, negative numbers, and more. Many different Tumbleweed Balls exist in this universe, from simple intersecting circles to soccer balls, to buckminsterfullerene, it is up to the developer's (and also quite possibly the player's, if given an editor) imagination. You may play on a multiple number of Tumbleweed Ball sizes. The ball may tumble itself, or you may guide your tumbling empire's expansion. You may play solo, against an opponent, or against a multiple number of opponents.


Will you unlock the Tumbleweed Ball and gain access to its well-guarded secrets within? Or will you tumble forever to remain unaware of its treasures? It is up to you, fellow Tumbler. Tumble well, my friend, tumble well.

#26 MaxDZ8   Members   


Posted 19 March 2013 - 03:27 AM

The Tumble board-game. I originally thought it was quite complicated, but the more I think at it, the better it seems to work.

This last Tumbleweed puzzle game is also interesting. It makes me think of an old polygonal game I played on a 386.

Previously "Krohm"

#27 Stormynature   GDNet+   


Posted 26 March 2013 - 05:44 AM

We are in the last few days of this challenge i.e. enough time to throw in a last minute entry or simply to cast your votes.

#28 Stormynature   GDNet+   


Posted 31 March 2013 - 06:40 PM

Well the end of this challenge has arrived. Congratulations to all the participants (as listed below) and most of all my deepest appreciation for taking part. I hope people have had fun and I hope some of the ideas expressed I here have inspired some new thoughts and directions in people's game designing.



Servant of the Lord




Dave Troyer













Scouting Ninja



I will be sending PM's to the top 3 shortly.

#29 jbadams   Senior Staff   


Posted 01 April 2013 - 06:50 AM

Congratulations to the winners, and to everyone who came up with an entry.  Really cool to see how many different ideas people could come up with!

- Jason Astle-Adams

#30 mippy   Members   


Posted 01 April 2013 - 03:27 PM

EDIT: damn! missed deadline... story of my life...


Mr. & Mrs. Tumbleweed

The poor old couple have been living in their house for most of their adult life. No storm is going to change that! Help them smack away cars, elephants, fishes and even tumbleweed that the storms are launching at them! Make it a touch-screen coop game where two players help out smacking away the stuff which the storms are launching at their precious house. Larger things require more smacking.The players are immortal but the house takes damage.


Here is a sketch I made:



Edited by mipmap, 01 April 2013 - 03:28 PM.

#31 Sandman   Members   


Posted 02 April 2013 - 03:48 AM

Congratulations to the winners, everyone who took part, everyone who voted, and of course, to Stormynature for running the contest.

#32 sunandshadow   Members   


Posted 02 April 2013 - 05:13 AM

I enjoyed reading all the entries - just wanted to say so. smile.png  Love to see the variety in people's minds and creativity at work.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

#33 MaxDZ8   Members   


Posted 03 April 2013 - 04:39 AM

Many thanks to everyone for this contest and to the organizers. I am very happy have ranked so well, I appreciate it a lot. It sure gives me a boost I need now.


Congratulations to the winner, I admit I checked the forums often just to see how the votes would evolve. smile.png

Edited by Krohm, 03 April 2013 - 04:40 AM.

Previously "Krohm"

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