Daily Design: Day 43
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;
Note, Small and Gun.
As such, the game I’ve designed today is…
Illustration Infiltration is a side-scrolling stealth/puzzle game, set on a notebook.
The goal is to reach the end of any given area, travelling left-to-right. This means that you’ll typically start on the left side of the book and have to reach an area on the right, though this isn’t necessarily always the case.
The player is completely unarmed, and can only push enemies backwards a small amount. They can, however, procure weapons they find, though these only last for a single level and have severely limited ammo.
However, the play is also given a list of abilities, which are key to the success of their mission. These range greatly from air strikes to distractions, and are the core mechanic of Illustration Infiltration. Especially because the entire map is destructible.
Say, for example, you’re trying to get past a sniper who has a perfect view of a small valley in front of him (remembering that this is all 2D and simply drawn). Your abilities are;
- An airstrike
- A riot shield
- A grappling hook
- A noisemaker grenade
Here, you could simply call in an airstrike on the sniper – though this means you wouldn’t be able to use it again later in the level. Alternately, you could use your riot shield (this is one of the video game riot shields that’s impervious to bullets) and just run forwards, using the grappling hook to take him down.
You could also use the noisemaker grenade to cause a distraction, then use the grappling hook to get up there and either push him off (and steal his rifle) or bypass him entirely. Another option may be to use an airstrike to open the way to a tunnel, or knock down a piece of terrain to block his view or even crush him.
The idea is that it’s a kind of free-form puzzle without strict rules as to how you can win, though the focus should always be on puzzling it over rather than brute-forcing a win, and I imagine the player’s health would be extremely low, where even a single bullet may kill them.
This is also an idea that would lend itself well to player created levels, with the obvious caveat that players must be able to finish their own level before they upload it.
That’s it! Thanks for reading. I’ll be back again tomorrow with another quick game concept.