Daily Design: Day 214

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; 

Iliterate, Similarity and Task.

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

Dimella

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Dimella is a first-person exploration and puzzle game. In it, the player is given a letter that describes – in detail – how to finish the game. The problem is that it’s written in a made up language, and they’re afforded no other clues. All signs are written in this language, and characters speak (text only) in it as well.

This language can be uncovered, as it’s an alphabetic substitution; in others words, all the letters of the English alphabet have simply been replaced with an invented character. Scattered throughout the world are ancient runes that will uncover a single character each. For example, players may find the “F” rune, and from then on all text will have “F” written normally.

It’s up to players how they go about uncovering the game’s secrets. They can wander about until they’ve stumbled across the ending (which can happen, though puzzles will be especially difficult without translating clues). Or, they can choose to meticulously uncover the language and make the game easier on them.

However, the most common letters (especially vowels, and especially especially “E”) will be hidden extremely well. As such, many clues are uncovered by translating half a sentence and figuring out the rest.

For those who have played it, this idea is obviously very reminiscent of the Al Bhed language in Final Fantasy X, which worked the same way. I always found it fun to have half a collection of letters and try to figure out the rest of the sentence – because I have a strange sense of “fun” – and thought it could be an interesting concept to tackle more fully.

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

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