Daily Design: Day 142

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;

Worker, Venue and Seat.

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

Usher Hour


Usher Hour is a mobile game designed to be played in short bursts by a single player.

The idea is simple – as an usher, the player has to guide people to their seats as they arrive. They’re given a top-down view of the seating, and when a customer arrives their seat number is shown. Simply tapping their seat is all that’s required.

Of course, the faster the player can tap, the higher their score. Failing to move the crowd at a certain speed results in a game over, and keeping the crowd moving at a quick pace results in score multipliers.

The other way to earn a high score is by playing on higher difficulties. Higher difficulties mean that players have less time to assign seating, as not only does the score multiplier wear out more quickly, but game overs occur much more quickly. The highest difficulty also hides the seat numbers themselves, meaning that players have to either figure it out as quickly as possible or work it out. These higher difficulties also have much higher score multiplier, though they’re harder to earn.

Score translates to in-game currency that can be used to upgrade the theatre itself. This means more seats, but more seats also result in more points earned. Eventually, players can unlock an “Infinite Mode”, where people that have had their seats assigned will leave quite quickly, allowing players to play a single level until they fail or quit.

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



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