Daily Design: Day 207

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; 

Customer, Supply and Rain.

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

Dry Spell


In Dry Spell, players take the role of a water salesperson in a world that’s almost entirely covered by desert. While this is clearly quite lucrative (hooray!), it also comes with severe moral implications (boo!).

It’s a kind of light business simulator, in that the player has a stock (water) and sets the pricing. They also have a store that can be customised at will, which can bring in more customers; stock, despite mostly being water, can also be customised and changed. While they’re all water-related, the game has a bunch of strange sci-fi items for sale.

The player doesn’t have a monopoly, as such, because there are other water shops about. However, at least some people are forced to buy at the player’s store, simply because it’s too hard to travel any further. The player can opt to exploit these people by increasing prices – while they will still almost certainly pay (unless the price is way too high), this will increase discontent.

Discontented customers will eventually riot and destroy your store. A select few will try to do this regardless of how happy you try to make people, and security is a priority – pay for turrets, security guards and more to keep your shop safe, but make sure that’s balanced with your income. Make too much and the populace will rise up together and overthrow you, but make too little and you won’t be able to afford the security necessary for your own survival.

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



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