Project Details

Project Type: Board Game Expansion (TBA)

Genre: Fighting, Competitive

My Roles: Game Designer, QA.

Skills Developed: Putting a refreshing new spin on established game mechanics, Building character playstyles around emotional fantasies and understood media archetypes (serial killers instil fear, snipers are precise but immobile, etc), Excel Spreadsheets for design documentation and data analysis, Paper prototyping on Tabletop Simulator, Playtesting for balance, Playtesting for character fantasy and making sure each archetype feels faithful to its intended theming.

Game Description

Fatal Knockout: Underworld (TBA) is an upcoming expansion to the fighting game inspired board game Fatal Knockout. 

It features an additional 4 fighters for you and your friends to duke it out with. Each of the new fighters are nefarious newcomers who have been long lurking in the shadows of the Fatal Knockout universe, now finally emerging to wreak havok on the main cast.

Putting a fresh spin on an existing formula

Having previously worked on the original Fatal Knockout as a co-designer, I was later tasked with making my own expansion for the game. I wanted to take all the lessons I learnt from developing it and apply a fresh spin on the formula as well as deepening the scope of the game through new character abilities/interactions. 

My initial plan was to abide by the core design principles of Fatal Knockout, namely the simple and effective design philosophies of the characters – easy to pickup but hard to master. This means each character I design must feel like an original cast member but unique and fresh in their identifiable way that should feel different when playing.

I’m a big fan of dark fantasy and horror, so I thought I’d use this opportunity to design a “dark” expansion to the game, considering the base game is very bright and family friendly on the whole. This would thematically be a very fun contrast to explore and so I began thinking first of quickly identifiable stereotypes in horror media that would be easily understood by a player but also reasonably fit into the already-established cyberpunk world and setting.

My first thought was something “scary” and perhaps supernatural – something mythic that feels terrifying to fight against. My first thoughts were “Well, what would I be scared of being too close to?” and thus the Maniac was made. A chainsaw-wielding masked killer who advances slowly on you, gaining Meter Track progress in a wholly unique way – through proximity to the enemy. Stay on top of the enemy and your ghastly presence alone grants you power, not the icons on your cards. A special mechanic, “Kidnap”, lets you do exactly what it says on the tin. It is a special non-lethal grab that carries the opponent with you until either of you take damage, meaning that without the right cards, the opponent is carried to the corner and eviscerated for a potential instant kill. Now that’s a scary character indeed. He is also a huge amount of fun and my personal favourite of the new expansion. Truly volatile.

Keep an eye out for the expansion’s release, where I’ll do a full design breakdown of the new cast members and my process behind their creation!

Early Character Prototypes

Links

No links yet. Keep an eye on the official release!