Daily Design: Day 173
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are;
Jelly, Staff and Destruction.
As such, the game I’ve designed today is…
Jelly Rancher is a game about capturing, training and battling slime monsters for fun and profit. Think of it as Harvest Moon meets Pokémon.
At the outset of the game, the player inherits a decrepit old farm, and vows to clean it up. Of course, this isn’t a farm for produce or livestock, but for jelly creatures. The player is granted a jelly monster by default and can use their time and resources to train it, then use it to subdue and capture more jellies, and so on.
Jellies can be set to work at the farm, either by producing food from their jelly bodies (don’t ask) or by generating an income, collecting and utilising many jellies is key to success. With money, players can upgrade their farm and jellies, or outright purchase new jellies wholesale.
Players can participate in fighting tournaments with their jellies for the best rewards, though a significantly skilled and trained jelly is typically required to win even the most basic tournament. The combat system boils down to a very simple turn-based RPG, in which jellies have a small number of abilities to choose from depending on their genetic heritage and training.
On that note, jellies can be bred together to birth new, better jellies. Carefully training and breeding jellies is key to success, as the best jellies can’t be caught or bought.
Finally, yes, I’m aware of Slime Rancher (and think it looks fantastic), so I’ve purposefully tried to steer clear of similarities, despite this also being a slime/jelly farming game.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.