Daily Design: Day 215
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;
Wire, Shutdown and Damnation.
As such, the game I’ve designed today is…
Hell Wires is a VR-focused fighting game in which two players battle across a tightrope in order to topple the other.
Both players play in first-person, and the game is really built around both wearing a VR headset. If you’ve never played a modern VR game that had a section with falling, be assured that it’s terrifying. So, of course, the tightropes will be suspended above massive drops into something horrible, like sharks or, I don’t know, knives. Maybe just a pit full of commas.
Anyway, the point is that it’s easy to make sure players want to avoid falling. Of course, the only way to avoid falling is to push the other player off first. While it would be easy enough to sit each player atop a real tightrope with a VR headset on and make them wrestle, that also wouldn’t be much of a game (and would cost a lot in VR replacement).
Instead, players have a controller and a couple of options. They can move forwards and backwards – though moving too far backwards will cause them to fall off, with the controller vibrating as warning – and they can attack. There are attacks from the left, right, or middle.
Attacks that hit an enemy will knock them in that direction, though not so fully that it causes an immediate loss. Instead, hitting an enemy will build momentum, making it easier to knock them off.
Hitting an enemy twice from any single direction is an immediate KO. In other words, hit them with a right attack twice in a row and you win. If you them with a left, then right, they’ll be knocked further then normal, but it will take a subsequent right or left hit to finish it. Middle attacks simple knock them back a little bit, with no build of momentum.
To counter this, players can…uh…counter. With good timing, players can counter in a given direction – middle, right or left – and a successfully timed and aimed counter results in a throw, which is an immediate win. Players can also quickly dodge backwards, will ensures the next attack will miss, but also puts them further towards their fail point.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.