Festival Dates:
October 6 - 8, 2017
Downtown Los Angeles

Grow

About Grow

Grow is a 3-Dimensional, strategy game where up to 2-4 players compete to become the dominant flower color on an abstract tree. The game features an elegant, simple-to-learn set of rules ideal for younger children while offering a deep level of strategic nuance for more advanced players. The main mechanics of Grow include territorial acquisition, a 3-Dimensional modular board, route building, and a light simulation that mimics the growth of an actual tree. Playthrough times are completely adjustable and typically last anywhere between 30-90 minutes.


Trailer

Screenshots


  • Platform: Tabletop
  • Developer: Chris Hassebrook, T. A. Pribbenow, & Kyle Bromley
  • Developer Website www.growboardgame.com

About Chris Hassebrook, T. A. Pribbenow, & Kyle Bromley

What started as a school project has since become a labor of love for the three developers of Grow--a 3-Dimensional, abstract game combining art and design into a competitive building experience.

Developer's Artistic Statement

Grow was originally created as a theme-less game simply seeking to blend traditional sculpture art with interesting mechanics. Very early in its creation, however, we discovered and applied a perfectly-fitting theme involving an organic, player-generated tree complete with growing leaves, branches, infesting bugs, and flowering. Every mechanic is something based on an observable quality about real-world trees with players fighting over the healthiest of tree limbs. Our intention was not only to create an engaging game experience, but also grant players the ability to build something beautiful that can be left standing when it's over.

Having hailed from an art school, a lot of our team's inspiration stemmed from what we observed through installation art from the post-minimalist movement along with general observations made from nature. An especially noteworthy influence includes Brenda Romero’s “The Mechanic is the Message” series which sought to elevate one-of-a-kind tabletop games into being interactive sculpture. Our mechanics were developed around the idea of being "simple to learn, difficult to master" which challenged us to create something that was able to engage families and seasoned tabletop players alike. After countless prototypes, sleepless nights, nothing was more rewarding for us than seeing this reality come true.

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