Daily Design: Day 93

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;

Produce, Warm and Assessment. 

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



TEOTWAWKI Test is a high-action single-player survival game.

Where most survival games have the player methodically move about an environment, gathering supplies, building shelter, hunting, etc. TEOTWAWKI Test focuses on heavy action and ridiculous point-scoring shenanigans.

At the outset, players can only punch, and come completely unequipped. Gear can be crafted or found in the environment, and consists of all the usual trappings – lighters, wood, food, water, etc.

Where the game really differs is that it’s about chasing high-scores, and games run very short, but it’s also much faster paced and over the top. For example, players can earn a huge “Campfire” bonus by lighting a tree on fire, then punching (or chopping) it down, causing it to collide with other trees and causing a huge fire.

From here, they can kick or throw wild animals into it to cook them, then eat them to stay alive. Eating is done by simply colliding with cooked food – similarly, crafting is done via hotkeys once players have the necessary materials. For example, a spear can be crafted by pressing a button that appears when the player has gathered some wood and stone.

There’s no need to stop moving at any point, which is a major mechanic, since players begin to die of the cold if they’re not moving. They’re constantly dying of the cold anyway, but it’s not as bad – it can be temporarily staved off by collecting better clothing, staying indoors or being near a fire.

The environment is randomly generated on each run, and there’s no way to actually win, as such. The idea is to survive as long as possible in order to generate a high score, which can also unlock new characters or items – “unlocking” an item only gives it a chance to spawn in the environment (like The Binding of Isaac) rather than unlocking it permanently for the player.

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


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