Daily Design: Day 210
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;
Quickness, Toast and Shout.
As such, the game I’ve designed today is…
Toastie is a game about firing screaming anthropomorphic toast at plates (with good timing).
It’s a first person game, and the very first decision that players are faced with is what to set their toasted to. The options are between 1 to 5, though the exact number is set with a dial, meaning the options are actually quite broad.
From there, the player has to run the toaster to a plate, the location of which is indicated on the HUD. They’re also avoiding obstacles along the way, and while no obstacle can result in an immediate loss they all serve to slow the player down quite severely.
So, once the player is at the plate all they have to do is aim the toaster at it until the toast pops out. Success! The toast will fly a fair distance (a very unrealistic one), but will stick to the plate immediate if it hits.
The trick is that setting the toaster to higher settings means the chance of burning it is much higher. Burned toast can still be fired, but will disintegrate on impact if it’s too far gone. As well as that, the closer to “Perfect” that the toast is done, the better the player’s rank at the end of each level. Earning a high rank in levels can unlock new ones, as well as cosmetic rewards, such as new toasters (hooray!).
The goal, then, is to find a good combination of toaster setting and path through the level. Many levels rely on a trick shot at the end, where the toaster fires the toast a little early over or through obstacles to hit the plate.
Levels aren’t all set in houses, either. Because the game is already ridiculous there’s no real harm in bizarre settings, such as a zero gravity level in space or one set underwater (the traditional habitat of the toaster). Each level should also be quite short and restarting should be instant, as the game does rely on a certain level of trial and error gameplay.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.