Daily Design: Day 109

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;

Coffee, Heating and Weakness.

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

Daily Grind


Daily Grind is a small-scale management game for one player, ideal for browsers or mobiles.

In the game, players take the role of an intern at an office, and it’s their job to maintain the supply of coffee. This is done via minigame under a strict time limit – if the time limit ever expires the player fails and has to start the entire game over again (with their high score recorded).

The first step is choosing the coffee itself. There are several varieties that basically equate to difficulty – the more difficult types of bean mean a higher end score, but that the subsequent minigames are more difficult.

Then, the player has to choose their coffee/water ratio. This isn’t done mathematically, though. Coffee will begin to pour into a cup and the player will press a button to stop it, then the same thing will happen with water. Too much or too little of either will result in awful, awful coffee, and the player’s score will similarly suffer.

Then the player watches as the water boils. Keeping an eye on the temperature, they have to choose when to take the coffee off after it’s all delicious, but before it’s burned (or before too many bitter flavours are extracted). This is obviously done much more quickly than it would in real life, with a focus on the thermometer rather than time passing.

Finally, players have to clean the equipment as quickly (and thoroughly) as they can. They do this by running their mouse (or finger for mobile) over all the equipment that they’ve used, then pressing the “Finished” button when they’re happy. If anything’s still dirty, they’ll lose points on subsequent runs.

The player will repeat this sequence as many times as possible, and it will repeat endlessly until they quit or run out of time, at which point their score is recorded. Score can be spent to unlock new characters, other aesthetic upgrades (new offices, mugs) and better coffee machines, which increases the complexity but also their score.

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


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