top of page

​

​

Tile steal ? What is that ? 

Tile Steal is a whole universe, excentric characters and plenty of colors.

The player moves on a checkerboard. The character chooses a color and whenever he walks, he will change the tiles into that color. The goal ? To change as many tiles as possible into your color in a limited timeframe ! The player is not alone : he has to face other characters who aso change the color of the tiles as they move forward.

There are power-ups and traps on the way which make this little promenade a crazy competition that only the smartest and boldest can win ! Or at last the most focused ! With all the bonuses and disruptions that can pop up at any time, the player needs all the focus he can fet !

Try it and you won't be able to stop : you'll become colorvorous !

Ingame

Movement :

In four directions : up, down, left, right.

The character is always standing on one tile, not in between two tiles.

The animation is continuous.

If a tile is blocked by an obstacle or a hole, the character cannot move forward.

If possible, there is a special animation. Otherwise, the walking animation remains.

If a character meets another, it acts as an obstacle : they cannot walk through each other.

Each character moves a the speed of 4 tiles pers second while playing it "walking" animation.

 

Coloring :

As soon as a character walks on a tile, he colors it.

Each colored tile adds 1 to the player's counter. When a colored tile changes color because of another player, it is deducted from the firstplayer's counter.

The  player can color blank tiles as weel as tiles colored by other players.

If the player walks on a tile which already bears his color, nothing happens.

There are ten colors : red, blue,  green, yellow, purple, orange, turquoise, brown, pink, light green. Each character can choose any color at the beginning of the game, but a color can't be pick twice.

​

Characters and powers : 

Each character has a unique power that grants him special effects. It's either a bonus for themselves or a malus for their opponents.

Each character is linked to his power and activates a customized skill animation when he uses it.

Other characters and powers are to come in the forthcoming versions (8 at least, more than 60 designs).

 

- The walrus uses the power of ghost.

Effect : The character can walk through other characters, as weel as obstacles for 5 seconds.

Activation : 8 seconds cooldown.

 

- The beaver uses the power of sprint.

Effect : The characters sprint in a straight line at 300% of his orignal speed. The player cannot lead him and he stops at the frist obstacle, trap or opponent he meets, or when he reaches the limit of the arena.

Activation : 8 seconds cooldown.

 

- The rock uses the power "bash".

Effect : The character hits the ground. All the opponents standing on the adjoining tiles (left, right, top, bottom) are sent three tiles back and play the bashed animation.

Activation : 6 seconds cooldown.

 

- The sheep uses the power "jump".

Effect : The character can jump over a tile, even if there is a hole, a trap or another character on it.

Activation : 6 seconds cooldown.

 

Note : if the character lands on an opponent, the latter is stunned for 1 second. The character bounces off the tile into the next one. You cannot jump or bounce on holes and obstacles that take up more than one tile. The character is therefore blocked on the tile he laned on.

​

​

Traps :

Traps are objects laning on tiles. If an opponent walks on it, it activates the effects. However the player who planted it is safe from it.

Each trap can only e planted on one tile. You cannot plant two traps on the same tile.

Each player can choose the trap he wants to use during the game. The traps are not assigned to characters.

Each trap can be used several time sduring a game. As long as he has at least one in his stock, the player can use as many as he wants. To get more, he has to wait for an opponent to activate one of his traps or for a traps to vanish after 10 seconds (except specific traps).

 

He is a list of traps available (with more to come) : 

- Tazer

Effect : If an oponent walks on it, he is electrocuted for 2 seconds, without being able to do something.

3 tazers available.

 

- Cleaning spray

Effect : If an opponent walks on it, he cannot color tiles for the next 3 secondes.

3 sprays available.

 

- Fence

Effect : The player plants it on the tile he is standing on. It is an obstacle for all players, including himself. Each fence remains on the arena for 5 seconds.

You can use 3 at a time.

 

- Solvent bottle

Effect : the player plants it on a tile. If an opponent walks on it, 10 tiles are erased randomlu of his.

3 bottles available.

 

- Mine

Effect : If an opponent walks on it,, he is sent flying for 3 seconds in the opposite direction from where he was standing and he is stunned for 1.3 seconds.

3 mines are available.

Note : the opponent is sent flying so he flies over two tiles and lands on the third. The other characters can therefore walk under him. However if a character is standing on the life the opponent land on, he is stunned for 1 second. The character bouces off the tile and lands one the next one.

You cannot jump or bounce o holes and obstacles that tkae up more than one tile. The character is therefore blocked one the tile he landed on.

 

- Tile thelf

Effect : if an opponent walks on it, five of his colored tiles immediatly take up the color of the player who planted the trap.

2 theft are available.

 

Bonuses :

Bonuses are objects appearing in the arena during a game. 

Bonuses appear randomly, whether it be the tile, the moment, the frequency or the type of bonus.

It is activated when a character walks on it.

It doesn't act like an obstacle : the character is no blocked.

Once it has been activated, the bonus vanishes after approximately  2 seconds.

 

Note on the spawn probability :

The bonuses can be set in thre categories : weak (speed, swap, invisibility, time +), mild (slow, swap leader, mortar), strong (erase, control reverser).

The probability for a weak bonus to appear is 60%, for a mild is 30% and for a strong is 10%.

A bonus appears approximately every 10 seconds (give a take 2 seconds)

 

Bonus list (others to come) :

- Speed : the character who activates it moves at 1.5 times hi original speed for 5 seconds.

- Slow : all the opponants slow down by 50% fpr 5 seconds.

- Control reverser : all opponent's controllers are reversed for 5 secods. Top is bottom, left is right.

- Erase : All tye tiles become blank, you have to start over.

- Swap : the character who activates it exchanges his tiles with another character, randomly chosen.

- Swap leader : the character who activates it exchanges his tiles with the opponent who has the lead.

- Invisibility :  all the characters become invisible for 5 seconds. They still walk, color and act normally.

- Mortar : a missile falls down from the sky to hit the ooponent who has the lead. The opponent is sent flying and is stunned for two seconds and the characters standig on the 8 adjacent tiles are sent back 3 tiles.

Note : if the opponent lands on another character, the latter is stunned for 1 second. The opponent bounces off the tile into the next one. You cannot jump or bounce on holes and obstacles that take up more than one tile. The character is therefore blocked on the tile he laned on

- Time + : 8 seconds are added to the game.

Playing area :

It is the arena, where the characters progress and face each other.

 

- Standard tiles : tiles that can be colored and trapped.

- Spwan tiles : standard tiles on which where the characters appear at the beginning of each round. They look and act the same as standard tiles.

- Holes / obstacles : tiles that characters cannot reach, and therefore, cannot color.

- Portals : tiles that work in paris. They allow you to teleport from one to the other. The characters cannot color them. The tiles that are linked have the same texture. They can be trapped.

 

Environments : 

Environments are used as background and setting between games. Any arena in any environment can be played. The environement possesses a unique event that shows up during games.

The obstacles appear randomly and in different sizes (tiles : 1*1, 1*2, 1*3, 2*1, 3*1, 2*2, 3*3). An arena, lathough maintaining the same background, can completely change from one game to another in terms of boards.

Here are the two environments you can find in TS and thiers events (12 more to come in forthoming versions).

 

- The jungle : Kleptomaniac monkeys

How it works : a monkey appears regulary to steal a random tile of the arena.

Frequency : every 10 seconds

Effect on tiles: the tile disappear but its color remains part of the final count.

Effect on characters : None. If a character is standing on the tile being stolen, he is pushed back to the next tile. Monkeys don't block the way.

 

- The desert : wind

How it works : the wind blows for 5 seconds in a random direction (top, bottom, left, right)/

Frequency : every 15 seconds

Effect on tiles: None.

Effect on characters : characters that are moving in the same direction move twice as fast, those going in the opposite direction move half as fast. 

 

Ingame Interface :

Player's portrait is a framework with the color of the player that displays the character''s head. It shows the following information :

- tile counter, real-time number of tiles a player has.

- power icon, grey when the power is not available and colored when it is available.

- number of traps available, as many trap icons as there are available traps. It a trap is available, it is colored, if not, it is grey.

There are pop-up for main information (bonus, events...)

 

Between rounds :

When a round is over, the game is paused and a score screen appears. It displays the number of tiles each player has won at the end of the round.

When a player win a round, he gets points and a cup. The others only get points.

The points won during a round are distributed this : 0 for the last player, 10 for the one before last, and +10 for each player that is ranked higher than the one before. For a game of 8 players, its oes up to 70 for example.

The cups are more important than points. A plyer who has the most points but doesn't have a cup will be ranked worse than a plyer with less points who has a cup.

Between each round, the temporary ranking is updated. Players who lose a rank go down on the boards, those who win go up.

When the score's goal is achieve, the game stop.

This is the main menu we designed :

Main page
Main page quotes
Character page
Character page quotes
Map page
Map page quotes
Servers page
Host page
Host page detail
Host page detail
Host page detail
Host page quotes
Options page

You can find here a better version of the GDD, but It's in french :

bottom of page