Daily Design: Day 113

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;

Dictator, Repeat and Receiving. 

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

Revolutionaries

An-anti-government-demons-011.jpg

Revolutionaries is a single-player PC game that combines elements of strategy and roguelikes.

Players start the game as the leader of a rebellion against their oppressive government. It’s their job to build an army, including a base of operations and multiple (hidden) outposts. The game takes place in and around the fictitious capital city of the game, with the ultimate goal being to seize power by overrunning the government’s headquarters (they all headquarter in a single building, for some reason).

This is done via turn-based strategy. Head-to-head combat is feature, but is rarely a good idea, at least your army is well trained and armed. For simplicity’s sake, think of a system akin to a much smaller-scale version of Civilisation. If you’re not familiar, the game takes place on a kind of grid, with units and structures taking up one grid space each.

Units can be moved a certain amount each turn (the player gets a turn to move all their units, as opposed to units having individual turns) based on their statistics. Quicker units are typically less powerful.

Structures are for advancing your rebellion. Having a Factory, for example, allows the player to develop arms and equipment. Facilities can be improved to increase their production, but a facility that’s too improved will be noticed by the enemy and attacked, meaning a strong force is needed to defend them (making them more important in the late-game than in the early).

If players have their own HQ discovered, it’ll come under attack. Enemies routinely run missions that narrow down the location of the player HQ, though players can interrupt these to slow them down. The entire game is essentially a race against the turn-based clock.

If players die, their randomly-generated (or custom created) avatar is dead for good, and the rebellion is crushed. If players manage to win, they unlock a bunch of neat stuff, as should be the case in all good roguelikes (Binding of Isaac has spoiled me). These include customisation options, units, structures, and of course new enemies and patterns. The game becomes more difficult each time you manage to beat it, give or take a bit for RNG.

The final note is that when you win and start again, you’ll be facing your previous character who has become the newest dictator. Every time you fail, though, mementos of your previously failed rebellions can be found to provide a small boost, such as weapons caches or skilled recruits that have managed to hide. The idea is that players can eventually grind their way through, but are much better served with clever strategies.

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

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