Daily Design: Day 203

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; 

Desert, Shade and Lager. 

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

Half-Baked Plan


Half-Baked Plan is a short and simple adventure title starring a protagonist who had more than a little too much to drink and woke up in the middle of a mysterious desert. From there, they simply have to survive long enough to make their escape. Of course, this is done without water, food, or supplies of any kind.

The player has to gather what little they can, and pick a direction at random to begin exploring. The desert is littered with ancient ruins that reveal stories of the civilization that used to live there, as well as modern camps that reveal tidbits about how the protagonist got there and why.

Of course, if the protagonist happens to die, a new character is generated to be played as. They maintain all collected clues but none of the supplies, though all supplies can be gathered from the corpse/s of previous survivors. The downside is that means heading in the same direction as they did (if you can remember it) and surviving all the same perils they managed to.

While the play can escape if they manage to reach an exit without dying from exposure, starvation or dehydration, they will need to explore the desert thoroughly to achieve the best ending. Escape is great, but discovering the identity of the person or people that put you there (and the why of it) is the focus of replayability. The game can be started again at any time after escaping, with all clues and supplies that the escapee had.

Supplies come in the form of equipment (clothes, shawls, so on), gear (water bottles, climbing equipment) and resources, such as water and food. The player will slowly starve and dehydrate until they eat or drink, and exposure to the sun is also a problem, though it can be avoided by sticking to shade or wearing appropriate gear. Balancing time in the shade (time can be fast-forwarded) with the hunger and thirst mechanics is important.

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



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