Daily Design: Day 118

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;

Trumpet, Momentum and Special.

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

For Embouchure


For Embouchure is a rhythm game crossed with a multiplayer racing game.

Each player is riding a rocket-powered hoverboard, because there’s literally nothing more amazing than that idea. However, these hoverboards are powered by trumpets because technology is still limited, unlike my imagination (and word generator).

The game is in third person, with a typical racing-style camera showing the player from behind. A button can be held to look back or the camera can be toggled entirely with another button. Players move with the analogue stick – the difference is that their acceleration and speed are determined by their ‘Rhythm’.

Throughout the match a bar is displayed in the UI similar to the fret board from Guitar Hero. Face-button icons will float down this bar and the corresponding button must be pressed by the player when it reaches a certain point. Each correct button press will increase speed and acceleration and each miss will reduce it – a perfect press will result in an instant boost on top of the regular speed increase. Physically crashing your board will also reduce your speed and acceleration to zero.

Combos can be built by hitting a lot of notes in a row, resulting in incredible speed boosts. However the higher your current combo, the more difficult the song gets, which is also true depending how far ahead you are of the other players. So the most difficult songs are played when the player is in first place with a large combo, which is designed to even out the playing field.

While this does mean more notes for them to hit, each will result in a small boost than normal. Similarly, players that are performing poorly will have less notes overall, but each will be worth drastically more. The idea of this system is to constantly challenge every player without letting any get too far ahead (unless they’re ludicrously skilled).

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



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