Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;
Wizard, Collide and Duel.
As such, the game I’ve designed today is…
Coup de Mage
Coup de Mage is a multiplayer “artillery” game, in which players take turns firing wizards at their opponent.
The basic premise is the same as “artillery”, in which two players are positioned on a procedurally generated 2D map and have to fire at the other to win.
The map is generated procedurally, meaning that the mountains and valleys will be different every time you play, and a lot less flat than the above image depicts.
Players aim by moving their cursor up and down, then selecting how much power goes into the shot. Just like Worms, wind is given a random direction and level of power which affects your shot, which ensures that you can’t necessarily just trial and error your way through a match.
Most importantly are the wizards themselves, which work like hilarious ammo. One key difference between Coup de Mage and other artillery games is the way in which your ammo is decided – before any given match, players can construct a small deck of cards comprised of different kinds of wizard. At the beginning of a round, players draw a card which acts as their ammo. Because simplicity is so key to enjoying this genre, deck building is extremely simple and can also be entirely automated.
While you win after hitting the opponent a certain number of times (which would need to be decided in testing, but would almost certainly be less than five and quite possibly just one), wizards make this harder to do than in a typical artillery game.
For example, shooting a fire wizard will leave a trail of fire that lasts through your opponents turn, destroying any wizard that passes through it. Similarly, an Earth wizard will raise a mountain wherever it lands, and Mole wizards work exactly like a normal wizard, only their trajectory takes them underground and bypasses surface obstacles.
Given the chaotic nature of the game, matches would be short and sweet. I think this could work well on PC, tablets and phones especially, though I imagine the appeal wouldn’t last for nearly as long as something similar but more complex, like Worms.
That’s it! Thanks for reading. I’ll be back tomorrow with another Daily Design. If you have any questions, feel free to comment on this post or head over to the contact page.