Daily Design: Day 208
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;
Detect, Difficulty and Locking.
As such, the game I’ve designed today is…
Hunted is a multiplayer game for up to 4 players, in which each competes and cooperates to escape alive.
No player is on a team with any of the others – each is alone, and their only goal is to survive. Of course, this means using a combination of cooperation and betrayal as each player is hunted by a single unstoppable creature. If the creature catches a player, they’re killed immediately.
The game is in first-person, and there’s no combat. There is a stealth system so players can avoid the creature by hiding in cabinets, under tables, etc. Or simply by hiding behind cover. Players can find exits scattered through procedurally generated levels, though there’s always one less exit than there are players. There’s also no kill-feed to know if a player is down or not.
At certain points, players can take useful shortcuts if they cooperate. An example of this is that a player can provide a boost to another, who in turn can choose whether or not to lift them up a ledge. Cooperative spots often lead to exits, or at least serve as very useful shortcuts that are generally monster-free.
On the other hand, not every player can escape alive, and it’s very easy to kill another player if you happen to find one. Players can throw distraction items that lure the monster, or they can use their smarts to kill each other. For example, getting a boost up to a ledge allows players to throw a distraction item down instead of helping their team mate, almost ensuring their death. Another example is a jump in which another player needs to catch you, but they can choose whether or not they do.
The creature will feed on the corpses of players for a full minute, which provides a huge advantage to the survivors. On the other hand, allowing it to complete it’s feeding will spawn a new creature, massively reducing the odds of survival. It can be interrupted by triggering alarms or using a distraction item nearby, and it won’t return to feeding once distracted.
Finally, to make the cooperation or kill decision a little harder, the monster/s will become more aggressive and harder to kill every time a player escapes. Every player who escapes is determined the winner, and earn in-game currency that can be spent on cosmetic upgrades.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.