Rhombus for the Rest of Us [Isometric Grids in Tabletop]
I just recently finished Monument Valley , the gorgeous and brain-boggling Escher-inspired puzzle game. It's been around for a little bit, but seems to have had a resurgence since it was a free download last week. Naturally, it got me thinking about how we might use rhombuses and isometric grids in a tabletop game. Looking at some existing examples, Rome: City of Marble makes some clever use of these grids and emergent patterns, but Monument Valley has that lovely interaction with implied perspective that I really wanted to capture on the table. The Rocca line of games from Japan is closer to what I wanted to see, but still feels relatively linear compared to Monument Valley's three-dimensional gameplay. All of this converged on two different games I've got on my docket: Tile-Laying: the Tile-Laying Game This is a co-design with Drew Hicks. We're both members of the Game Designers of North Carolina and we got to talking about an upcoming "meta" ...