Daily Design: Day 134
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;
Underneath, Motion and Smash.
As such, the game I’ve designed today is…
Holy Moley is a casual mobile game with a focus on simple singleplayer chaos.
The player controls a mole, who (apparently) suffers from intense anger management issues. As such, players control the mole (Control the Mole also being a strong contender for the name) as it emerges from the earth and wreaks terrible havoc across the surface world.
At the beginning of each game, the mole begins in his little mole-home (which I assume is the scientific name). From here, the mole will launch itself the surface, which the player views from a side-on perspective (the game is played in portrait view). The mole itself is controlled by tilting the phone, with the intent of guiding it into the most destructive situations possible when it hits the surface.
When the mole hits enemies on the surface it’ll destroy them and bounce into the air. It’s still controllable by tilting, and if it gains enough momentum it can even start taking out birds.
Eventually, the mole will plummet back to Earth and the game will end. At this point the player’s score is tallied and money is rewarded based on their performance. Money can be spent on upgrades, including items that are scattered about underground that provide a speed boost when hit. Other upgrades include passive speed boosts, score multipliers, upgrades that cause you to boost further on hit, and so on.
Eventually, the mole can even reach the stratosphere and hit the ground with enough force to do destroy the planet, because this game was never about making sense. At this point, the mole moves on to a second (more difficult) planet, which works as a kind of New Game+. Upgrades will reset, but new enemies and upgrades will become available for dedicated players.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.