Daily Design: Day 35

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;

Momentum, Save and Alcohol.

As such, the game I’ve designed today is…

High Spirits

Human-Slingshot-Slip-and-Slide.jpg

High Spirits is a reverse catapult game, in which the player is tasked with stopping drunken idiots* from killing themselves with a human catapult.

The only safe and logical way to do so is by firing paramedics back at them and having them collide in mid-air, which results in a Rescue.

Every successful Rescue nets the player philanthropy points, which can be used to purchase upgrades, such as a net that extends the range of collisions or a stronger catapult to fly faster and further.

Each drunk is treated as a level of its own – for example, the first level may task you with rescuing Tipsy Travis, who doesn’t fly too quickly but gets decent distance, making him an easy Rescue. If you fail and Tipsy Travis dies, you can simply start again with all your upgrades intact. Every attempt will build a small amount of philanthropy points, so you’ll never be stuck with too few or the wrong upgrades.

After several rescues, you’ll eventually meet someone like Blackout Brett, who hits the ground at extreme speed, meaning you’ll need a lot of skill (or luck) and some serious upgrades to rescue him. Luckily, there’s a system in place for when the game gets too hard – Darwinism.

Darwinism works by lowering the difficulty each time you fail at a Rescue, because the next person to make an attempt is slightly less of an idiot. Darwinism resets after a successful rescue, but the higher your Darwinism when someone is Rescued, the less philanthropy points you’ll receive. Darwinism can be reset at any time, however.

*I’m a big supporter of drunken idiocy, so please don’t take this as a criticism.

That’s it! I’ll be back again tomorrow with another quick game concept. Thanks for reading!

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