Daily Design: Day 135

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;

Time, Crop and Trapping.

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

Cornrow

P1010095.JPG

Cornrow is a single-player puzzle game for mobiles (or PC) displayed from an isometric perspective.

In the game, players navigate grid-based levels in order to reach the exit. They can only move one square at a time, with each move being referred to as a “turn”. What makes this difficult is that each turn the entire level grows, though each area will grow at different rates depending on what the tile of the grid is made of.

For example, corn tiles will grow at a rate of one height unit (which should probably get a catchier name) per turn. This means that if the player walks over one, it will grow once their movement is complete, elevating the tile and the player by one height. Players can jump down but never up any number of height units.

However, another tile may grow at a rate of 2 per turn, meaning that it’ll quickly become unreachable. Different tiles may begin at different heights depending on the level, so it becomes even harder.

To make the game more accessible and convenient, players can undo turns at any time without limit. This allows them to experiment a bite more. On the flip side, players also only have a set amount of turns to reach the exit before it grows to a point of becoming unreachable (the exact rate being different on each level).

Finally, there’s also “Forbidden Fruit” hidden in each level, though it will become rotten in a small number of turns (displayed during the level itself). Reaching these in time is always a big challenge, but collecting them results in cosmetic upgrades and secret levels.

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

 

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