DevLog 1: Concept






Overview
Cyber – The Game
A titan of a telephone is on the loose, wielding your most outrageous tweets and opinions. Inspired by “King of the Hill” and “Pokémon,” this fast-paced, card-driven duel game pits players against a monstrous, almost mythic, Phone. Its chaotic power mirrors the unpredictable nature of social media—the freedom to speak paired with unforeseen consequences that can come back to haunt you.
Narrative & Thematic Consistency
- The Power of the Phone:
The Phone symbolizes both the ability to communicate freely and the danger that comes with that power. It can “wipe out” players with a single, well-timed card, echoing the real-life impact of a controversial tweet or post. - EU Values & Digital Dignity:
By showcasing how a single button (or tweet) can undermine personal dignity, the game comments on the fragility of our freedoms in the digital age. Even though you are free to speak, the Phone’s power can challenge your dignity—a nod to the delicate balance between free speech and its consequences.
Game Mechanics & Rules
1. Game Setup & Components:
- Player’s Cards (Green Envelope):
Contains chance cards that can provide either buffs or nerfs. These cards represent the unpredictable effects of online actions. - Phone’s Cards (Red Envelope):
Contains chance cards tailored for the Phone, reinforcing its dangerous and unpredictable nature. - Action Cards:
Each player has 4 visible action cards. The Phone, however, holds 4 enhanced action cards to emphasise its overwhelming power. - Health Points:
- The Phone starts with 50 health points.
- Each player starts with 50 health points.
2. Turn Structure & Duels:
- Starting Position:
The player that rolles the highest on the dice begins as the Phone. All players use the same pool of chance cards (from the green envelope), while the Phone uses its own set (from the red envelope) along with its action cards. - 1-on-1 Duel:
- Challenge: The one that rolles the highest after the player starting the phone (or next in turn) challenges the Phone.
- Choosing Action Cards: Each selects one action card from their hand and places it face down. Once both cards are revealed simultaneously, the combined effects (including any chance modifiers) determine the damage inflicted.
- Drawing Chance Cards: Both the challenging player and the Phone draw one chance card from their respective envelopes. These cards, read aloud, immediately apply buffs or nerfs that affect the duel’s outcome.
3. Rotation & Elimination:
- Player Elimination:
If a player’s health drops to 0, they are eliminated, and the next available player steps in to challenge the Phone. - Defeating the Phone:
The duel continues until the Phone’s health reaches 0. The player who delivers the final blow becomes the new Phone, inheriting its powers for subsequent rounds.
4. Victory Conditions:
- Rounds & Points:
The game is played over a pre-set number of rounds (e.g., 4 rounds or more as decided before playing).- At the end of each round, note the points accumulated by the player who held the Phone.
- Overall Winner:
The player who, in the role of the Phone, has defeated the most challengers (or accumulated the most points) by the end of the game wins.
Integrating Chance into the Process
Chance Cards – The Unpredictability Factor:
- For Players:
The chance cards drawn from the green envelope can either boost a player’s attack or impose a temporary handicap, mirroring how a spontaneous online comment can unexpectedly alter a conversation’s tone. - For the Phone:
The chance cards in the red envelope heighten the unpredictability of the Phone’s power—sometimes making it nearly invincible, other times leaving it vulnerable. - Consistency with Story:
These random effects emphasize that while everyone has the freedom to express themselves, the unpredictable nature of digital communication (chance) can flip outcomes unexpectedly. This ties directly back to our theme: a reminder that in the digital world, luck and timing can drastically influence your reputation and standing.
Engagement with Theme and EU Values
- Digital Consequences:
The game mechanics (especially the chance cards) underline the inherent unfairness of online interactions—once you post, you might face unintended repercussions that are out of your control. - Cultural Commentary:
The idea that a powerful “Phone” can be both an object of desire and destruction reflects the tension between free speech and accountability, echoing EU values on dignity and responsible communication.
Action Points for the Upcoming Day
- Prototype Development:
- Create all cards in a Lo-Fi state for immediate playtesting in class.
- Combine the Lo-Fi gaming board with the prototype cards.
- Testing & Feedback:
- Use early tests to refine the balance between chance card effects and action card power.
- Ensure the game’s pace remains engaging and that the role of randomness feels both fair and narratively justified.
Final Thoughts
This revised devlog now includes a clear connection between narrative and mechanics. The rules have been integrated into every part of the process—from setting up duels and health points to incorporating chance elements that underscore the thematic commentary on digital communication. This comprehensive approach should provide a strong foundation for succeeding at the Gamejam, both in terms of gameplay balance and storytelling.
Feel free to iterate further by incorporating playtest feedback, especially around the impact of chance cards, to ensure that the game remains fun, balanced, and true to its conceptual vision.
Proces Images






We have our concept ready, we knew the direction. With our final finetune by making it more aligned with Beeld en Geluid
Cyber Crisis - Team 7
Project, Cyberbullying, Digital environment.
Status | Released |
Category | Physical game |
Author | HappyAutist |
More posts
- DevLog 3 - Expert feedback60 days ago
- DevLog 2 - Playtest60 days ago