Daily Design: Day 205
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;
Horizontal, Charge and Feint.
As such, the game I’ve designed today is…
In Chicken Joust, two players run at each other at full speed atop horseback and try to knock their opponent off, like regular, non-chicken jousting. The difference is that players have access to a lot more (and a lot weirder) options.
The game is side-scrolling, with one player starting on the left and the other on the right. Their horses begin to run automatically at the beginning of a round and won’t stop until they’re hit or reach the end of the, uh…jousting thing. That thing in the middle that separates them. I’m sure there’s a term for it, but typing all of this is easier than Googling it.
Players control their lance with one analogue stick and their (strangely small) shield with the other. The idea is to hit the opponent while defending yourself. The winner is whoever suffers the least damage, essentially, though rounds will be repeated if only minor damage is inflicted.
As well as the traditional methods of jousting, players can opt to do things a bit less by-the-book. They can, for example, throw their lance at any time. They can also throw their shield, or their horse. Hitting an enemy with a thrown lance works the same as hitting them with a couched one, and hitting them with your shield can stun them for a few seconds, leaving them open to an easy hit. Throwing your horse at them results in an instant win if you can land it right, but they can counter it by throwing anything back and hitting it mid-air.
What’s more, throwing your horse lands you on foot, where you’ll continue to run forward very, very slowly. Coupled with having a larger hit radius on foot, it’s very easy to lose. Horse-throwing, as it is in life, is a very risky endeavor.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.