Daily Design: Day 127

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;

Mock, Football and Resist.

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

Taunt Line

taunt.jpg

In Taunt Line, players take the role of a recently recruited member of a pro-football team. Unfortunately, they’re horribly bad at football – what they’re good at is aggravating opposing players.

The goal is to manage this player through their football career, from rookie to world-famous pro. Between matches, players can buy new (cosmetic) gear, change their character’s appearance and view upcoming matches. They can collect trophies from various leagues and view them at any time.

In matches, the game plays nothing at all like a traditional sports title. Instead of managing several players, for example, only one is controlled. This player can also barely handle a ball and can’t kick or pass at all, though they can score a tri if they happen to pick the ball up. The game also looks like a traditional football game, shown from a top-down or isometric perspective of the field with the player’s character highlighted.

The player is focused on aggravating and getting the attention of opposing players in order to make their team less effective. This is done with the face buttons – each button corresponds to a separate taunt. As such, there are four taunts, broken down into these effects;

  1. Cause the targeted player to chase you. This is the most standard and is used to keep a key player away from the action. If they catch you they’ll push you aside a little, which results in nothing more than a delay for you (and no penalty).
  2. Causes the targeted player to knock the controlled character out, keeping both players out of the rest of the match. In this case, the rest of the match can be skipped (with results automatically calculated) or simply watched.
  3. Distracts the targeted player. This has a long cooldown, but will cause players to fumble a ball or fail a tackle. Useful in certain situations only, but it can be a game changer.
  4. Slows the targeted player down a tiny bit. This is the “spammable” ability that’s always useful and should be used less tactically than the others.

 

When an insult is used, the words fire out of the player character in the direction they’re facing. It’s essentially a twin-stick shooter with a (weird) sport theme. Because of the fairly light gameplay elements, I imagine it would be best if matches were short and simple, with a focus on quick action and a drip feed of rewards.

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

 

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