Daily Design: Day 197

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; 

Keep, Blessing and Aim.

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

Consecration Camp


Consecration Camp is a(n ill-named) tower defense game for a single player. The player’s fortress is being besieged by hordes of undead monstrosities, so it’s their job to defend the castle for as long as possible.

Play time alternates between day and night – during the day, players can spend resources to upgrade their home and abilities. At night, it’s their job to fight the enemy.

The player’s “castle” starts as nothing more than a gathering of people and some tents without houses, much less fortified walls. As the player defeats enemies they earn money (somehow), and can use that money to upgrade the town between battles.

During battle the player controls the “Blessed Ballista”, a weapon that inexplicably fires giant vials of holy water, despite being a ballista. Enemies hit by these will take extreme damage which is furthered by the (literal) splash damage from the water itself.

The ballista is controlled in first-person, and there’s no HUD indicator of where it’ll land. The player has to manually figure out the distance, angle and power of the shot, then recalibrate once it hits (or misses).

Money can be spent during the day to upgrade defenses. These include typical things like upgrading the reload speed, power and damage of the ballista, but also more passive upgrades. Soldiers can be trained and will hold enemies at bay or even kill them if upgraded enough, and they’re also immune to ballista hits. The ground can be consecrated which deals damage to all enemies over time, and all of these can be upgraded.

Different troop types focus on different things – archers deal damage but can’t take a hit, footmen are all-rounders and a phalanx can hold the enemy at bay for longer. All the troop types can be upgraded to be more effective.

If an enemy makes it past your defenses, they’ll start dealing damage to the town itself. If the town is destroyed the game ends, but the player can upgrade their walls to hold the enemy at bay for longer (by increasing the town’s HP). Every upgrade also changes the town visually, by improving buildings and the general living conditions of NPCs that wander about.

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


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