Daily Design: Day 106

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;

Identification, Depth and Rescue.

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

Loxodograph

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Loxodograph is a single-player first-person horror game.

Recently, a large cruise liner has gone missing mid-trip, and authorities have been desperately searching for any sign of it. Players take the role of a member of a rescue time who seems to have found it’s sunken remains and looks for survivors, or at least clues to what could have happened.

Of course, being a horror game, things go suddenly (and mysteriously!) wrong almost immediately. Once inside, the team realises that most of the ship is in an air pocket, leaving them to explore freely (though, uh, it’s upside down, which is something of a hindrance).

Of course, not all is as it seems. One of the rescue team reports hearing voices and rushes off to find them – when the player follows them through a doorway, they find themselves in a perfectly intact and right-way-up cruise liner, with no sign of their team.

Throughout the game players will swap between the normal and sunken ship at certain intervals, ala Silent Hill. There’s no combat, but there is stealth – something I think PenumbraAmnesia and SOMA all do very well (and obviously inspired this idea).

Because it’s set in the deep-sea, it’s also a good chance for some Lovecraftian horror. Then again, I feel like everything is a good chance for Lovecraftian horror, because I harbour an unreasonable amount of love for it. Insanity could creep up on the player as a mechanic – not with a bar, but with the player becoming more and more unsure of what’s really happening, and having to make decisions based on their limited perception.

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

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