Daily Design: Day 49

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;

Optimum, Explosion and Waiting

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

Bomb Buddies


Bomb Buddies is a small and (relatively) simple cooperative games.

There are two players – the defuser, and the agent. Both work very differently.

One player is the defuser, and their job is fairly complicated. They have to solve a randomly generated wire puzzle in order to defuse the bomb in time – wires are crossed haphazardly, and the player needs to cut them in the right order. They can tell this order by cutting the wires that are attached on the side of the bomb from top to bottom – so the top one is cut first, then the bottom one. Of course, they can only cut them at the other end, so they have to follow the cables and make sure they pick the right one(s).


Oh, shit.

They also have to do this under a time limit, though the exact time limit depends partially on luck and partially on their partner.

Their partner – the agent – is an undercover agent currently undercover in whatever shady organisation planted the bomb in the first place. It’s their job to hit the detonator, and they can do this whenever they please. Of course, if the bomb hasn’t been defused in time, both players lose. They also don’t know when the other player has defused the bomb, so have to rely on their best judgement as to when they press the detonator.

This is complicated by the fact that they can’t wait too long or the organisation they’re in will become suspicious and their identity will be uncovered. There’s no strict time limit – like 2 minutes – because if there was, every player would just hit the detonator at 1:59. Instead, every 10 seconds the game rolls some virtual dice to determine if the players lose.

This chance starts at 0% (meaning the first 20 seconds are safe), but on the 20th second the chance will raise by 10% (numbers would definitely need tweaking during development). Every 10 seconds, the chance raises again. This means that the agent has to balance risking failure while waiting as long as possible to hit the button.

It’s a simple concept, but I think it could be a lot of fun. I see certain things that would need tweaking – being the agent would be awful until the game had gone on for a while, and even then all you’re doing is a pressing a button, so that role would probably need a form of interactivity that would affect the failure chance.

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

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