Niyama
In a distant future, the Mali Empire has become the world’s leading superpower thanks to Niyama, a mystical energy rooted in Dogon beliefs. After centuries of prosperity, the balance of the world collapses when Emperor Aboubakari VII disappears during a space expedition, leaving behind a fractured empire torn apart by political conflict, social oppression, and ideological struggles. Upon his return, three major factions clash for control of Mali and the legacy of Niyama.
Game overview
Niyama is a 3-player strategic board game combining territory control, resource management, and tactical combat within an afro-futuristic universe inspired by Malian history and Dogon cosmology.
Developed as a school project, the game focuses on strategic planning, faction synergies, and multiple victory conditions.
My work
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Game Design (core gameplay loop, balancing, victory conditions)
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Resource and progression system design
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Narrative Design & Worldbuilding ( I mainly worked on the Mansamara)
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Rulebook writing
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Playtesting
Core Features
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Strategic board control and resource point domination
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Management of three main resources: Gold, Salt, and Niyama
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Three asymmetrical factions with unique abilities
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Card system featuring Technologies, Cultures, and Actions
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Multiple victory conditions (military, technological, and cultural)
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Tactical combat system based on unit statistics and dice rolls
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Futuristic universe inspired by Malian history and Dogon culture
Factions
Ka Nima
A militaristic faction led by Aboubakari VII, returning from a space odyssey with cybernetic soldiers and advanced technology.
Nangili
An insurgent faction descended from the Dogon people, fighting to overthrow the established order and free their enslaved people.
Mansamara
An aristocratic empire ruled by Mansa Jafa, built upon the exploitation of Niyama and technological domination.
Reflection
Niyama allowed me to explore the creation of a cohesive universe connecting narrative design, gameplay mechanics, and artistic direction. The project also taught me how to structure a complete ruleset and balance multiple asymmetrical playstyles.
One of the main goals was to create a strategic experience that remained accessible while offering depth through factions, resources, and varied victory paths.
Compétences renforcées
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game design documentation,
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systems balancing,
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narrative worldbuilding,
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playtest-driven iteration