
Boardgame for Suicide Prevention
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About
Genre
Quiz - Boardgame
Roles on this project
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Level Design
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Game Design
Production time
2 months
Team size
1 person
Engin and Software



What I did on that project
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Defined the different interactions inside the game.
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Found a way to keep the game entertaining and light-hearted to balance with the grim theme.
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Created a mix of in-game and out-game interaction.
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Made a book of rules and descriptions.
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Established and respected a schedule for the project.
List of features
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The game is more of a support for an activity about suicide prevention than a video game. That is why it is to be played with a instructor who will be present to make sure players have all their questions answered while playing the game. To keep the game uniform some activities are inside the game and some outside.
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There are shortcuts on the board that players can interfere with. Those shortcut are only accessible if the players answer a question correctly. The players can also block a shortcut with special squares, or they can unblock it too to make it possible for them to restore a shortcut.
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The players have the possibility to interact with each other outside of the game with a participation square and the input of the person monitoring the activity. Those interactions force the players to make connections with each other, but outside of the game. Having no way of knowing if the interaction is completed or not, that square only has a positive outcome and the players can choose which type of pipe dice to get.
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Gives the opportunity to the players to duel each other. If a player land on a square already occupied, both players have to do a dice duel, the winner keep the square and the other is sent back to the previous square. Duel square also exist, offering the player who lands on it to choose with whom he wants to have a duel, same rules applies. Those duels are done outside of the game to emphasized the need of an instructor.