Daily Design: Day 151
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;
Swing, Damage and Protest.
As such, the game I’ve designed today is…
In Demonstration Demolition, players take the role of a disgruntled protester. In lieu of regular protesting methods, they’ve decided to just destroy everything (with a mace). As such, players spend almost all of their time with the game smashing as much as they possibly can.
From an isometric perspective, players are tasked with dealing as much damage to the city and environment as they can in a small time limit. They do this by spinning their character, which spins their mace, which breaks things (in case you weren’t sure on the exact functions of maces).
The character is made to spin by holding a button (or holding on the screen), and will slowly accelerate. Movement is done by swiping or using an analogue stick; remember, though, the faster they’re spinning the harder they are to control. As they spin, the speed, reach and damage of the mace will increase.
The trick, then, is to balance speed and damage by controlling the rate at which the character spins. The more destruction the player manages to cause in the time limit, the higher their score – this translates directly to in-game currency, which can be used to improve the character. Things like the mace’s chain (reach), ball (damage) and speed can be improved a huge amount, though it’s slow going.
New levels are unlocked by reaching a certain level of destruction in the previous one, with optional hidden levels found by destroying certain (very durable) objects.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.