Daily Design: Day 79

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;

Spending, Airport and Morning. 

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

Emotional Baggage


Emotional Baggage is an airport-building “simulator”, in which players take the role of a someone who’s recently acquired an airport in a small (but growing) town and has to build it up as best they can.

Essentially – and this is suspiciously similar to yesterday’s idea – think of Harvest Moon or Stardew Valley but with an airport instead of a farm. The game is broken into days. Each day is roughly equivalent to 10 minutes of game time, and time will always be passing unless the player is in a menu.

At the outset, the airport is a horribly broken down mess, running a single, crappy, barely-functioning biplane. By running successful flights players will earn an income and choose where to invest – comfort, security, etc.

I should note here that while security and safety are issues, planes can never be hijacked or crashed or anything like that. This is a simple, fun and family friendly game, and these all-too-real events don’t fit into the fiction in any way. Instead, items can be stolen from the airport if the security is too low, and plans can be worn down and become unusable (though the initial plane can always be repaired for free to stop players becoming stuck).

Once the terminal has been upgraded enough, businesses may also choose to settle in and open a store. This generates a passive income, and will be a huge help to any feature endeavors.

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


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