After my studies, I developed a real passion for board games. I wanted to develop my own game. I had some game references that I played and that I really enjoyed, which is why I wanted to make a survival and confrontation game. In Fukushima, the player embodies a clan that survives amid the radioactive and creature-infested ruins of the region. He faces the other clans but also the plateau and all its events.
CHALLENGE & APPROACH
One of the challenges was to confront all the players with survival situations. For this, beyond the other players, the board itself is an adversary which pushes you to move over great distances, fight creatures but also imposes series of events confronting the player with crucial choices.
Then, my desire was to create as much interaction as possible between the players in order to avoid situations where everyone plays in their own corner. Places of interest were placed at more or less similar distances and resources limited. Players are therefore forced to explore and share spaces, leading to conflicts and battles.