Daily Design: Day 32
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;
Bending, Fill and Knee.
As such, the game I’ve designed today is…
Water Fall is an endless runner with a focus on vertical movement – think Doodle Jump meets Super Meat Boy, in the sense that precise platforming is used to move your character in all directions, but with the goal of eventually moving up.
Though, eventually may not be a great way to go about it, as the room is constantly filling with water, and none of the characters can swim.
So, players use precision platforming (designing games is easy if I don’t have to actually make “precision platforming”) to climb a tower before the room fills. The higher you climb, the more points you accumulate, which allows you to buy permanent upgrades and / or other characters with unique skills.
Some characters, for example, may jump higher but run slower. Others may be able to glide or bounce off the floor if they fall fast enough. The idea is that no character would be a flat upgrade, but that each would offer a different gameplay style.
Upgrades come in the form of simple vertical progression, in that they make the game easier. One may launch you upwards if you come into contact with water, and others may allow you to cling to walls instead of sliding down them.
That’s it! Thanks for reading. I’ll be back again tomorrow with another quick game concept.