Daily Design: Day 150

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;

Protecting, Flood and Intervention.

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

Catchment 22

Flood_in_Prague_2013,_Koželužská_street_with_sand_bags.JPG

Catchment 22 is a mobile game designed to be played in short bursts for a single player.

In it, the player must protect key sections of a town as it floods by strategically placing sandbags. Using a top-down perspective, players can see where the flood is coming from initially and choose which streets to block with their (limited supply of) sandbags.

Tapping anywhere on the map will place sandbags at that location, but remember that water will always try to redirect itself rather than simply stopping. The goal is to navigate the water away from the protected areas and safely out of the city.

One of the challenges about this is that the sandbag supplies are limited, meaning that players can’t simply sandbag every area around where they’re trying to protect. Instead, players should think ahead to see where the water will run once it’s redirected, as sandbags can’t be removed once the water’s touched them.

The game is broken into several levels that escalate in difficulty and complexity. Each of these levels has three ranks to earn, the best of which is earned by using the minimum number of sandbags. Earning high ranks unlocks especially difficult secret levels.

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

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