Daily Design: Day 75
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;
Vessel, Chose and Repeat.
As such, the game I’ve designed today is…
The Chosen Many
In The Chosen Many, players take the role of a powerful god. This god chooses a champion to become the “One” to do their bidding. When they inevitably die, well – there are plenty more heroes to choose from.
The Chosen Many is a fantasy rogue-like that plays like an action RPG (think Diablo or Grim Dawn), complete a with a similar (albeit much more simple) gear system.
As the “chosen one”, it’s your job to destroy an evil deity hidden deep beneath an ancient temple. Of course, it’s guarded by all sorts of horrible monstrosities, which means players are extremely unlikely to make it the whole way in their first attempt.
When a character dies, they die for good – the player chooses a new character from a randomly generated pool to inhabit (as the newest chosen one). These characters have a randomly generated class and stats that determine how they play – for example, a wizard will have a focus on magic-casting and intellect, whereas a warrior will use traditional weapons and strength.
It’s essentially Diablo-lite. Imagine if Diablo were to be played exclusively on hardcore, but the game could be finished in one sitting.
When a character dies, they can select one piece of gear to be inherited by the next chosen. If they manage to get further (say, 10 floors) they can select another piece. If they manage to make it to the bottom, then all gear can be inherited.
“Inherited” gear is actually unlocked permanently – if it’s lost on the next run, any character can still equip it in the future. Building a gear collection is the main source of progression.
As is traditional, there are also various difficulties to unlock in order to earn better rewards (and more difficulties). I’m a huge fan of more story and environments unlocking on repeat play throughs, so I’d absolutely love to have that here. While I understand that development time and costs often necessitate using every available asset in the main game, I think a procedurally generated dungeon crawler can afford to add extras as well-hidden secrets (think Binding of Isaac).
Despite all the comparisons to Diablo, I think the game would be a lot more light-hearted. It’s obviously got a much more ridiculous premise, and I think utilising that would be key.
That’s it! Maybe a little vague, but I like the idea quite a bit. Thanks for reading! I’ll be back again tomorrow with another simple game concept.