Temple Crush: Crushing It
Temple Crush is based on a fairly simple and obvious idea really. There are blocks and meeples in most euro games and ancient temples and pyramids are full of booby traps involving massive blocks dropping on people. At least such is my understanding from a range of movies. As such I set about designing a game where meeples run into a temple looking to nab some gold while blocks try to squish them.
The primary mechanic I wanted to get working was shoving the blocks back and forth as new ones come in so that areas are closed off until you clear them and you risk being squashed from the side, which has seemed to work pretty well. The game uses an escalating danger system with more blocks dropping as players claim victory points and has a sort of built in time limit when the blocks get too impassable, the co-op elements are mechanically a little similar to Pandemic but look so different on the surface you’d be hard pressed to notice.
I originally designed it as a co-op game, just because I seem to think solo and co-op first, in fact the basic co-op board is solo designed. Obviously, the chance to drop blocks on your friends is too good to pass up but the co-op board had to be much tighter than the vs board, because no one will be intentionally placing blocks in a bad place on it. As such in the full version with the vs mode there is an entire separate board with far more block placement areas and more space for meeples, so you can happily block your friends (literally) without ruining your own day. Probably.