Nine single player ludogames
Communication
Nintendo Switch uses Bluetooth 4.0 technology to communicate with Joycon.
Joycon uses Bluetooth 3.0 to communicate with Nintendo Switch.
The console should be able to exchange information with each Joycon from a minimum of about 10 m to a maximum of about 100 m
Joycon uses Bluetooth 3.0 to communicate with Nintendo Switch.
The console should be able to exchange information with each Joycon from a minimum of about 10 m to a maximum of about 100 m
Joycon Recording
Nintendo Switch can control and record the movements of Joycon.
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
Nintendo Switch can record the position of a Joycon comparing its position by three numerical coordinates X, Y and Z
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
Nintendo Switch can record the position of a Joycon comparing its position by three numerical coordinates X, Y and Z
Level Editor
Place the console where you prefer and access the Level Editor.
Press A on the Joycon, the console save the spatial coordinates that match the place where you pressed the button
Press A on the Joycon, the console save the spatial coordinates that match the place where you pressed the button
By following the planimetry of the place, and pressing A every time you find a corner,
it should be possible to teach to the machine the shape of the place where you are playing
it should be possible to teach to the machine the shape of the place where you are playing
Zone
The rules of some games require additional Zones.
Choose the right place and walk following the Switch Screen instructions to create the Zone.
Each point within the Zone has its own spatial coordinates.
When the Joycon and the Zone coordinates match, Switch knows that Player is inside the Zone
Choose the right place and walk following the Switch Screen instructions to create the Zone.
Each point within the Zone has its own spatial coordinates.
When the Joycon and the Zone coordinates match, Switch knows that Player is inside the Zone
Virtual Zone
The rules of some games require additional Virtual Zones.
These are generated directly by Switch Screen inside the Game Area.
Virtual Zones can move, multiply, change places and others. Naturally they are invisible and cannot be seen by the Player.
When the Joycon and the Virtual Zone coordinates match, Switch knows that Player is inside the Virtual Zone
These are generated directly by Switch Screen inside the Game Area.
Virtual Zones can move, multiply, change places and others. Naturally they are invisible and cannot be seen by the Player.
When the Joycon and the Virtual Zone coordinates match, Switch knows that Player is inside the Virtual Zone
Objects
If there are objects and furniture in the room you play in,
you can detect the shape of those too and make them part of the game.
By detecting the perimeter of an Object you create a virtual object similar to a column of infinite height
you can detect the shape of those too and make them part of the game.
By detecting the perimeter of an Object you create a virtual object similar to a column of infinite height
Move the Joycon all the way around the Object to teach Switch its precise shape.
This way Objects can become part of the game by providing obstacles, shelters, hiding places and more
This way Objects can become part of the game by providing obstacles, shelters, hiding places and more
Level Control
When you have finished editing a level, you can check its shape and characteristics.
This mode is useful for creating very precise levels and solving possible errors.
Aim a part of the physical level with the Joycon's IR Camera to display the theoretical level on the Switch Screen
This mode is useful for creating very precise levels and solving possible errors.
Aim a part of the physical level with the Joycon's IR Camera to display the theoretical level on the Switch Screen
Triangolation
When two Joycon are near, Switch Screen can triangulate their position, calculating interactions between them
Point the Joycon
Player can aim the Joycon to get sensory information.
When Player Point the Joycon, a vector is emitted from the tip of the Joycon.
If game objects are in the vicinity of the vector, vibrations can occur
When Player Point the Joycon, a vector is emitted from the tip of the Joycon.
If game objects are in the vicinity of the vector, vibrations can occur
The closer the vector is to the Center point (C), the stronger the vibration.
If the vector exceeds the 0, the vibration does not occur
If the vector exceeds the 0, the vibration does not occur
Vibration Intensity is also modified by the distance of the Player from the Point
Vibration Action
The rules of some games require the use of Joycons to perform certain movements.
When the Joycons vibrate, perform the movement required by the rules of that game
and continue to perform that movement until the Joycons vibrate
When the Joycons vibrate, perform the movement required by the rules of that game
and continue to perform that movement until the Joycons vibrate
Mole Radar
A countdown (punctuated by the Speackers) starts at the beginning of the Game
Switch Screen generates a Target in randomly chosen place inside the Game Area
Player can Point the Joycon to capture the position of the Target
When Player gets to physically stand over a Target, Player earn 1 Emblem,
then that Target disappears and another Target is generated in another Place inside the Game Area
then that Target disappears and another Target is generated in another Place inside the Game Area
Player try to earn as many Emblems as possible within the time limit
Rhythm and Dance
Player place the Switch Screen in a safe place
and place the right Joycon in a position where the IR Camera can frames Player
and place the right Joycon in a position where the IR Camera can frames Player
Rhythm and Dance recognizes different Positions as inputs.
Let's see some of them :
Let's see some of them :
When the game starts a song is played by the Switch Screen Speakers.
The same song is repeated three times in a row
The same song is repeated three times in a row
At the first execution the Speakers play the song and punctuate the rhythm by singing the names of the Positions
At the second execution the Speakers play the song and punctuate the rhythm
At the third execution the Speakers play only the song
Every time you do the right Position, at the right time, you get points.
The aim of the game is to score as many points as possible at the end of the songs
The aim of the game is to score as many points as possible at the end of the songs
Invisible Guardians
After analyzing Game Area, Switch Screen generates several Corridors
After Corridors have been generated, several Guardians are placed inside the Corridors
Guardians move continuously following the direction of the Corridor
Guardians have a Visual Field.
The Visual Field extends for 5 meters
The Visual Field extends for 5 meters
Visual Field of the Guardians is interrupted by Borders and by Objects inside the Game Area
Player can Point the Joycon to capture the position of the Guardians
If Player enters a Guardian Visual Field, the game is Suspended
When the game is Suspended, Player have to leave the Game Area.
When this happens, the position of the Guardians is reset and the game becomes Active again
When this happens, the position of the Guardians is reset and the game becomes Active again
If Player manages to touch Switch Screen, wins the game
Map of Invisible Platforms
After generating the Game Area,
Switch Screen and Player have to be placed in the two furthest places from each other
Switch Screen and Player have to be placed in the two furthest places from each other
Player place the Switch Screen in a safe place and
place the right Joycon on the floor, in a position where the IR Camera can frames the Player.
Furthermore Player puts the left Joycon in a pocket
place the right Joycon on the floor, in a position where the IR Camera can frames the Player.
Furthermore Player puts the left Joycon in a pocket
Switch Screen randomly generates a Path
Player can move on the Path, walking and jumping.
As long as is inside the Paht, can advance
As long as is inside the Paht, can advance
If Player is outside the Path, the game is Suspended.
The game remains Suspended until Player reaches Start
The game remains Suspended until Player reaches Start
Naturally the Path is invisible to Player's eyes.
Player can see the Path displayed on the Switch Screen
Player can use Left Joycon to zoom Path Map.
Pressing L to zooms in.
Pressing Zl to zooms out
Player can see the Path displayed on the Switch Screen
Player can use Left Joycon to zoom Path Map.
Pressing L to zooms in.
Pressing Zl to zooms out
If Player manages to touch Switch Screen, Player wins Game A.
When Game A is won, Player can attempt to win Game B
When Game A is won, Player can attempt to win Game B
During Game B the Switch Screen is turned off.
To win Game B Player have to go back and reach Start
To win Game B Player have to go back and reach Start
Miasma of the Night
Player place the Switch Screen in a safe place.
Player puts the right Joycon in his hand and the left Joycon in a pocket.
Player have to make the Game Area dark. The sensors of the IR Camera can understand the brightness of the room
Player puts the right Joycon in his hand and the left Joycon in a pocket.
Player have to make the Game Area dark. The sensors of the IR Camera can understand the brightness of the room
Switch Screen randomly generates a Maze
Switch Screen generates a Jewel in a randomly chosen place inside the Maze
Player can Point the Joycon to capture the position of the Jewel
In any moment Player can press R on the Joycon.
Switch Screen analyzes Player position inside the Maze and processes a Hint, expressed by the Speakers
Switch Screen analyzes Player position inside the Maze and processes a Hint, expressed by the Speakers
When Player gets to physically stand over a Jewel, Player earn 1 Emblem,
then that Jewel disappears and another Jewel is generated in another Place inside the Maze
then that Jewel disappears and another Jewel is generated in another Place inside the Maze
If Player gets to physically stand over a wall of the Maze,
is Game Over
is Game Over
Dazzling Tornado
Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects.
Player puts the right Joycon in the right hand and the left Joycon in the left hand
and, as far as possible, free the Game Area from furniture and objects.
Player puts the right Joycon in the right hand and the left Joycon in the left hand
Switch Screen generates a Target in a randomly chosen place inside the Game Area.
Player can Point the Joycon to find the Target
Player can Point the Joycon to find the Target
When Player is above the Target, Player places one of the two Joycons on the floor
After the Joycon is placed on the floor,
a second Target is generated in a randomly chosen place.
a second Target is generated in a randomly chosen place.
Player reaches the second Target
When Player reach the second Target a countdown (punctuated by the Speackers) starts
When on the second Target, Player grabs the second Joycon with two hands,
holds it in front of his face with outstretched arms and stares at it intensely.
Keeping his gaze on the Joycon, Player begins to spin rapidly on himself, for the duration of the Vibration Action
holds it in front of his face with outstretched arms and stares at it intensely.
Keeping his gaze on the Joycon, Player begins to spin rapidly on himself, for the duration of the Vibration Action
The above operation should make Player temporarily dizzy
Immediately after the Vibration Action ends, place the Joycon on the floor
Reach the first Joycon and pick it up.
Collect the Joycon make Player earn 1 Emblem
Collect the Joycon make Player earn 1 Emblem
After collecting an Emblem, repeat the operation you performed after the countdown began, starting from the place
where you collected the Joycon and keep repeating it until the end of the time, trying to collect as many Emblems as possible
where you collected the Joycon and keep repeating it until the end of the time, trying to collect as many Emblems as possible
At the Restourant
Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects
and, as far as possible, free the Game Area from furniture and objects
Using the Level Editor, Zones and/or Objects,
Player builds the restaurant, placing each element wherever he likes
Player builds the restaurant, placing each element wherever he likes
Entrance represents customers access to the local and
Cash Register represents the place where they pay before leaving the restaurant
Cash Register represents the place where they pay before leaving the restaurant
Tables are where customers eat their meal
Chef Table, Stove, Oven, Sink and Coffee Machine represents the kitchen
Fish, Meat, Vegetables, Flour, Spices, Fruit, Still Water and Sparkling Water
represents the food storage
represents the food storage
Player plays holding Switch Screen in hand and
put right Joycon in a right pocket and left Joycon in a left pocket
put right Joycon in a right pocket and left Joycon in a left pocket
When one or more Customers arrive, Switch Screen Speaker reports it.
Player has to physically reach Entrance to let them enter
Player has to physically reach Entrance to let them enter
In the Costumer section of the Switch Screen you can see all Costumer Groups inside the restaurant.
You can also see which ones are at the Table and which ones are waiting to be seated
You can also see which ones are at the Table and which ones are waiting to be seated
Tap on Switch Screen a Customer Group to select it.
While a Group is selected, reach a Table. If that Table is empty, the group takes a seat
While a Group is selected, reach a Table. If that Table is empty, the group takes a seat
Costumer orders are placed through Switch Screen Speaker.
Using Notebook mode, take notes, writing directly through the Touchscreen
Using Notebook mode, take notes, writing directly through the Touchscreen
Player can access the Recipe Book mode at any time.
Type the name of the recipe in the search bar. You will be able to view : Ingredients and cooking method
Type the name of the recipe in the search bar. You will be able to view : Ingredients and cooking method
When you want to grab an Ingredient grab both Joycons.
Go to a cell in the food storage to get an Ingredient, then go to the Chef Table to make it usable.
Remember that you can only bring one ingredient at a time
Go to a cell in the food storage to get an Ingredient, then go to the Chef Table to make it usable.
Remember that you can only bring one ingredient at a time
Each Ingredient exists in three variations : Down, Medium and Up.
To take a Down Ingredient, move your arms down.
To take a Medium Ingredient move your arms in front of you.
To take an Up Ingredient, move your arms up
To take a Down Ingredient, move your arms down.
To take a Medium Ingredient move your arms in front of you.
To take an Up Ingredient, move your arms up
When Player brings one or more Ingredients to the Table Chef, they are shown on the Switch Screen.
Tap an ingredient to make it active. While an Ingredient is active, move over a kitchen element to cook it.
Each element gives the possibility to perform different types of processing.
Each processing have a Vibration Action duration
Tap an ingredient to make it active. While an Ingredient is active, move over a kitchen element to cook it.
Each element gives the possibility to perform different types of processing.
Each processing have a Vibration Action duration
It would be good to have a surface on which to place the Joycons in the kitchen sections
Chef Table
Grab one Joycon and quickly move your forearm up and down to Cut
Grasping both Joycons keep your hands parallel, and move them back and forth to Roll Out
Hold one hand down as if holding a bowl and rotate the other hand to Stir
Stove
Place the Joycon on a surface in the Stove area to Boil.
When Joycon vibrates, the dish is ready.
When Joycon vibrates, the dish is ready.
Place the Joycon on a surface in the Stove area to Fry.
When the Joycon vibrates syncopatedly, take the Joycon and move it up to make the pan jump.
When the Joycon vibrates alternating, move the Joycon left and right.
When Joycon vibrates, the dish is ready.
When the Joycon vibrates syncopatedly, take the Joycon and move it up to make the pan jump.
When the Joycon vibrates alternating, move the Joycon left and right.
When Joycon vibrates, the dish is ready.
When the Joycon vibrates syncopated changes the position of the Joycon.
When the Joycon vibrates , the dish is ready
When the Joycon vibrates , the dish is ready
Oven
Place the Joy Con on a surface in the Stove area for Bake in the Oven.
You have to choose the cooking time. remove the Joycon too soon, the dish will be raw.
Remove the Joycon too soon, the food will be burnt
You have to choose the cooking time. remove the Joycon too soon, the dish will be raw.
Remove the Joycon too soon, the food will be burnt
Cofee Machine
When you are in the Coffee Machine area, move a Joycon downwards, and miming a lever, pull it upwards.
The Joycon begins to vibrate. When the Joycon stops vibrating, pull the lever downwards : the coffee is ready
The Joycon begins to vibrate. When the Joycon stops vibrating, pull the lever downwards : the coffee is ready
When you have cooked all the dishes in the list, go to the table to serve the customers
After customers have eaten, return to the Table to collect their dishes, and take them to the Sink
When standing over Sink, move both Joycons back and forth, to Wash Dishes.
The Vibration Action has a duration proportional to the number of dishes you have left on the Sink
The Vibration Action has a duration proportional to the number of dishes you have left on the Sink
When all dishes have been served, you will receive the Cash and an evaluation.
Every mistake you made (such as wrong recipe, serving the dish to the wrong table, ...) will result in a Negative Vote. Every action you take correctly will result in an Positive Vote
Every mistake you made (such as wrong recipe, serving the dish to the wrong table, ...) will result in a Negative Vote. Every action you take correctly will result in an Positive Vote
Gate Towers
Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects
and, as far as possible, free the Game Area from furniture and objects
Player place Switch Screen in a safe place, in the center of the Game Area.
Then, Player, using the Level Editor, Zones and/or Objects, build two Source Areas (Resources and Spirit) and 6 different Towers
Then, Player, using the Level Editor, Zones and/or Objects, build two Source Areas (Resources and Spirit) and 6 different Towers
Switch Screen cannot be moved from its position.
Player watching the Switch Screen can monitor the game situation
Player watching the Switch Screen can monitor the game situation
Hordes of orcs appear from a far to attack the Towers, trying to reach the Citadel
At regular intervals, based on the Tower's current Spd, the Tower automatically attacks orcs,
dealing damage based on the Tower's current Atk.
At regular intervals, based on their stats, orcs automatically attack Towers, dealing damage based on the Tower's current Def
dealing damage based on the Tower's current Atk.
At regular intervals, based on their stats, orcs automatically attack Towers, dealing damage based on the Tower's current Def
If one or more Towers are destroyed, the orcs enter the Citadel.
If the Citadel is destroyed, it's Game Over
If the Citadel is destroyed, it's Game Over
Player can tap on an orc or to see its current health status
Player can tap on a Tower to see its current health status, statistics and Skills
Player can tap on the Citadel to see current health status and the current amount of Resources
Player standing on Rsc and holding both Joycon, can collect Resources.
Player can perform several Actions. Each Action gives a specific Resource.
Each Action has a Vibration Action that gives 1 corresponding Resource
Player can perform several Actions. Each Action gives a specific Resource.
Each Action has a Vibration Action that gives 1 corresponding Resource
Spread your arms as if holding a pickaxe.
Bring them up and then give a strong push down.
Picking gives Iron
Bring them up and then give a strong push down.
Picking gives Iron
Keep one arm straight and the other bent, as if you were holding a shovel.
Make a downward movement and then an upward movement.
Digging gives Rock
Make a downward movement and then an upward movement.
Digging gives Rock
Holds your arms forward, parallel to the ground, as if holding a large saw.
Move your arms forward and then bring them back.
Sawing gives Wood
Move your arms forward and then bring them back.
Sawing gives Wood
Player standing on Spt and holding both Joycon, can collect Spirit.
When Player enter Spt, Spekaer of Switch Screen say the name of an Asana.
Player have to remain immobile in that position for the duration of the Vibration Action to get 1 Spirit
When Player enter Spt, Spekaer of Switch Screen say the name of an Asana.
Player have to remain immobile in that position for the duration of the Vibration Action to get 1 Spirit
Player standing on a Tower can perform various actions applied to that specific Tower
Standing on a Tower, performs the Picking Action
Each time you complete this Action you spend 10 Iron.
Every 10 Iron spent increases the Tower's Atk by 1
Each time you complete this Action you spend 10 Iron.
Every 10 Iron spent increases the Tower's Atk by 1
Standing on a Tower, performs the Digging Action
Each time you complete this Action you spend 10 Rock.
Every 10 Rock spent increases the Tower's Def by 1
Each time you complete this Action you spend 10 Rock.
Every 10 Rock spent increases the Tower's Def by 1
Standing on a Tower, performs the Sawing Action
Each time you complete this Action you spend 10 Wood.
Every 10 Wood spent increases the Tower's Spd by 1
Each time you complete this Action you spend 10 Wood.
Every 10 Wood spent increases the Tower's Spd by 1
Raise one arm, as if holding a hammer. Wave your arm up and down.
Each time you complete this Action you spend 10 Iron, 10 Rock and 10 Wood.
Every 10 Resources spent increases the Tower's current healt by 10%
Each time you complete this Action you spend 10 Iron, 10 Rock and 10 Wood.
Every 10 Resources spent increases the Tower's current healt by 10%
Standing on a Tower perform an Asana. Each time you complete this Action you Spend 1 Spirit.
The first Spirit spent give a Skill to Tower, other Spirit spent (of the same type) increase the Skill power.
Each Asana gives a certain Skill
The first Spirit spent give a Skill to Tower, other Spirit spent (of the same type) increase the Skill power.
Each Asana gives a certain Skill
Invisible Dungeon
Using the Level Editor, record maps of different environments that are physically close in the real world
In front of each entry into the real world, draw a segment in the Level Editor, and identify it with a number
Nintendo Switch saves the maps and positions them following the numerical order
Player plays with Switch Screen in hand
When Player with Switch Screen crosses a segment, Switch Screen should be able to load a following map
Analyzing the Total Game Area, Switch Screen can generate a series of Event Points inside the Game Areas
While playing, the Switch Screen shows a map of the Game Area,
extrapolated from your works in the Level Editor
extrapolated from your works in the Level Editor
You can customize the map using the Touchscreen.
You can use this system to take notes and add information to the map
You can use this system to take notes and add information to the map
When Player reach a place where an Event Point has been generated,
Switch Screen shows the dynamics of the event
Switch Screen shows the dynamics of the event
There are 4 types of Event Point :
Find. Switch Screen shows an item that the Player can take and add to his Inventory.
Meet. Switch Screen shows one or more npcs who can talk to you, give away, trade or sell items or even give you a quest
Puzzle. Switch Screen displays a puzzle that you can solve using the Touchscreen.
Battle. It shows one or more enemies that you have to beat in combat
Find. Switch Screen shows an item that the Player can take and add to his Inventory.
Meet. Switch Screen shows one or more npcs who can talk to you, give away, trade or sell items or even give you a quest
Puzzle. Switch Screen displays a puzzle that you can solve using the Touchscreen.
Battle. It shows one or more enemies that you have to beat in combat
There are several puzzles and charades that can be found in Game Area.
Use the Touchscreen to solve them and get rewards and progress the game
Use the Touchscreen to solve them and get rewards and progress the game
During Battle put the Switch Screen where you can see it and grab both Joycons to start fighting
By observing enemies's animations you can guess their intentions.
Each enemy can perform two types of action : Normal Attack and Charged Attack
Each enemy can perform two types of action : Normal Attack and Charged Attack
Normal Attack is divided into three types of attack : High, Medium and Low. Each type of Normal Attack has its own animation.
When the opponent performs a Normal Attack, perform a Defense Action. There are three types of Defense Action: High, Medium and Low
When the opponent performs a Normal Attack, perform a Defense Action. There are three types of Defense Action: High, Medium and Low
Using the appropriate Defense against the right Attack decreases the damage taken.
Damage can be decreased by 100, 50, and 0 percent
Damage can be decreased by 100, 50, and 0 percent
Charged Attack is divided into three types of attack : High, Medium and Low. Each type of Normal Attack has its own animation.
Charged Attacks are very powerful and deal a lot of damage, but they need a charge animation to be performed.
With the right timing you can counter a Charged Attack.
You can't use a Defense Action because a Charge Attack is too powerful, but you can still use a Dodge Action..
here are three types of Dodge Action: Jump, Lateral Movement and Crouch.
Each Dodge Action is useful for avoiding different types of attacks, based on the type of animation of those moves
Charged Attacks are very powerful and deal a lot of damage, but they need a charge animation to be performed.
With the right timing you can counter a Charged Attack.
You can't use a Defense Action because a Charge Attack is too powerful, but you can still use a Dodge Action..
here are three types of Dodge Action: Jump, Lateral Movement and Crouch.
Each Dodge Action is useful for avoiding different types of attacks, based on the type of animation of those moves
Swing the Joycon to attack. Even you can make three types of Attacks, and the enemy can make three types of parries.
Attack when the enemy is not in Defense Position to maximize damage.
You can also perform Charged Attack by shaking the Joycon before attacking.
This makes you vulnerable, use this technique at the right time
Attack when the enemy is not in Defense Position to maximize damage.
You can also perform Charged Attack by shaking the Joycon before attacking.
This makes you vulnerable, use this technique at the right time
To make the game more interesting, Switch calculates interactions between different points in the Game Area,
where you will have to move to solve problems and puzzles and progress the game
where you will have to move to solve problems and puzzles and progress the game