Daily Design: Day 39

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;

Walk, Score and Talent. 

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

Mosey On



Mosey On is a competitive walking simulator.

In a match (which can consist of 2 – 12 players), the goal is simply to be the first to travel 100 meters without being disqualified, like any other race. The problem here is that this is a walking race, and travelling above a certain speed immediately disqualifies you.

To compound that issue, the controls are just the worst. Not QWOP-bad, but hard enough to be consistently annoying to even experienced players. While I don’t have the time today to clarify exactly how the controls would work (sorry!) I imagine having a physics system like QWOP would be a good start.

The track itself is another issue. There are boost pads found along the track like in any racing game with a sillier overtone (like Mario Kart or Wipeout), and stepping on these is likely to disqualify you unless you hit them at an incredibly slow speed. The track itself also isn’t flat – certain areas may be up or down hill, and the player has to react accordingly. Falling down a hill is a sure-fire way to either be disqualified or fall too far behind (or both).

The other big obstacle is obviously the opposing players. If a player bumps into you from behind they speed you up, potentially disqualifying you, though you also slow them somewhat. This can be used strategically with boost pads to quickly hit another player before you’re disqualified – this’ll give them a big speed boost and knock you back to regular (safe) slow speed.

The elephant in the room here is that walking in games just isn’t fun, and it’s hard to say how this idea would hold up in development. Matches would have to be short and frantic, and the controls would ideally make it a challenge to keep your speed low in order to keep the player’s attention from beginning to end.

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

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