Daily Design: Day 81

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;

Delay, Labor and Jump.

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

High Ping

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High Ping is a competitive hurdle racing game in which players have to manage their latency (more than usual).

Whereas latency (or ping) is typically something you have to deal with, High Ping turns it into an actual resource that can be managed and sabotaged.

The game is fairly straightforward – it’s a hurdle jumping race amongst up to 5 players. Players run with the analog stick and jump with a single button, and the jumps are fairly easy to time.

However, your input is delayed according to your current ping. Your “ping” is represented by a bar above your character’s head – the more ping you have, the more this bar is filled and the more it moves from green to red. A high ping means more lag – your jump input will take longer to activate, in other words.

To clarify, having a low ping makes the game easier. The higher your ping, the longer it will take for your character to jump once the button is pressed.

However, ping can be transferred to other players. Each opposing player is represented by a button – holding that button will slowly transfer your ping to them. You can also see each other player’s ping in the UI. Unfortunately you can’t jump while transferring ping, so be careful!

As such, the game comes down to transferring your own ping to other players in order to sabotage them and keep your own low, all while avoiding hurdles by jumping at the right time according to your own latency.

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

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