Daily Design: Day 116
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;
Intensive, Warm and Padding.
As such, the game I’ve designed today is…
Playing it Straight
Playing it Straight is a single-player endless runner with awful QWOP-esque controls, which is a sentence that must sound totally incomprehensible to at least 95% of the global population.
In the game, players take the role of a patient in a mental asylum, who’s currently running away from some unspeakable horror through endless twisting (and randomly generated) hallways. In typical endless runner fashion, the goal is to survive as long as possible to generate score and buy upgrades and cosmetic unlocks, such as new maps and characters.
While I made a comparison to QWOP, the controls aren’t quite as bad here. The main challenge is how the hallways suddenly and randomly twist, and don’t necessarily make any geometric sense, especially since the longer players survive the more warped the world will become, eventually twisting in impossible directions, or even flipping entirely upside down (though not too often or for too long, since that can be so annoying).
Rather, the issue is that your character will continue running straight unless otherwise directed, resulting in running directly into walls unless the player stops them in time by switching directions. This is done by a single button press (A or D, or using an analogue stick) which will make the character lunge in the chosen direction. However, they will do this whether or not there’s an opportunity to move in that direction, so timing is essential. If players press a button at the wrong time (or fail to entirely), their character will slam directly into a wall, slowing them down considerably.
So, it boils down to what’s essentially an endless runner with a spooky twist. There’s room for Eternal Darkness style insanity events happening as well as the run goes on, which could be extremely effective if well handled. Things like the geometry starting to become unrealistic would be effective, as long as these effects never directly interrupted the core gameplay.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.