Daily Design: Day 147
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;
Dispose, Gear and End.
As such, the game I’ve designed today is…
Cleanup Crew is an asymmetrical multiplayer game about cleaning up a crime scene.
Players take the role of either “Cleaners”or “Cops”, who have very different roles from one another. Cleaners are trying to hide the details of a crime scene, and Cops are trying to figure those details out.
As Cleaners, players explore a crime scene in first-person and carry multiple tools to try and hide what’s happened. For example, there may be a body in the lounge room. Cleaners can drag this body into another room or try to hide it somewhere (such as in a cupboard). Doing so creates a blood trail which must also be cleaned. Cleaners have 60 seconds to clean a crime scene, then they can “upload” it.
Cops can download levels that have been cleaned and try to solve the case in 60 seconds. While exploring they can mark items that they’re looking at, which comes in handy later. It’s their job to figure out as much as possible in the time limit; once the timer expires, they’re given a short quiz on the crime. It asks questions like “where did the murder occur”, “what gender was the victim” and so on.
Cleaners are awarded points for every player that fails an uploaded level, while Cops are awarded points for every successfully solved case (in which they managed to answer all the quiz questions correctly, though they’re given a single chance to get a question wrong). These points can be spent on new tools that open up in-game options, though only one tool can be equipped in any given round.
For Cleaners, these are things like “blood bombs” that can be used to cover a room in blood, obscuring any details. Cops get more typical items like a UV light that can be used to discover blood that’s been cleaned away and is otherwise invisible.
Not all crimes are murders, either. Some are robberies, in which players have to disguise what was stolen and where it was stolen from. Crimes are randomly generated, though maps are not. The asymmetrical nature of the game means that players can always enter a game, even if another player isn’t.
Design is all about iteration, so were this to be developed it’s important to note that it would be very subject to change, especially in things like the time limit. Just remember that the numbers I use are generally arbitrary – a 60 second time limit may change drastically, or even be removed entirely.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.