Daily Design: Day 200
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;
Pushing, Pet and Warranty.
As such, the game I’ve designed today is…
Feline Fine is a multiplayer game in which one player is trying to protect the valuables, and the other is trying to destroy them all (and is also a cat).
Player 2 (the cat) plays in third person, and runs around the house trying to push things off edges to destroy them. The cat builds a damage costs number (in dollars) by doing so, and after a short time limit or when caught by the player their total score is tallied.
The other player (the human) is in first-person, and has to try and catch the cat and/or stop them from destroying things. They can grab anything they look at that’s in reach and move it somewhere safe, simply by looking at it, holding down the “grab” button, moving it somewhere else and releasing the button. For the familiar, think of it like moving items in Amnesia or Oblivion.
The human can grab the cat, and if that happens the round ends immediately. Regardless of how the round ends the two players will swap roles, and the winner is determined by whoever has the highest damage cost at the end (while playing as a cat).
Cats can push things simply by rubbing against them, but more complicated sequences can be set up to get a higher score or slow the human down. For example, something can be dropped in the right position to start a kind of Rube Goldberg sequence that ends in huge destruction – while this is slow to set up, these sequences will cause the most damage by far.
However, they’re very easy for humans to interrupt, as they’re slow moving and sequential, meaning they can be interrupted if the human moves something at any step. On the other hand, this keeps the human distracted for longer.
Humans players face that same problem from another angle, and have to decide if they should go “all or nothing” to catch the cat or simply try their best to prevent damage until the timer expires.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.