Daily Design: Day 220

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;

Blob, Student and Pass.

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

Blob University

green-slime.png

Blob University is a game about a young Slime Monster that’s attending a university to learn to become a better RPG villain, and eventually graduated to Final Boss status.

The game is a turn-based RPG set over a three year period, in which the protagonist Slime tries to become the best RPG villain it can be. It does this by attending classes, hanging out with friends and attending extracurricular activities.

Gameplay-wise, it’s actually very similar to the Persona series. The game is separated into days, and each day is comprised of a certain amount of time. While there’s no actual time limit, each activity the player takes part in will take up some in-game time. For example, going to see a movie may take up an afternoon, but time won’t progress until an action has been committed.

Activities include things like extra studying, spending time with friends and battling. Each activity will raise one of several attributes, which in turn allow the player access to new content or characters. For example, studying may raise the Slime’s Intelligence stat, which could increase their Magic abilities. Furthermore, it may allow them access to certain sidequests, which can lead to more abilities or characters.

Players form a party from up to three monsters, made up of characters that they meet throughout the story (some of which are hidden behind side quests). Combat is turn-based, with characters taking turns based on an inherent Speed stat (which can’t be upgraded).

Monsters will battle Heroes to get stronger, but there are two kinds of battles. The first is battling against “NPCs”, which are battles that work like traditional RPGs. Kill the enemies before they kill you, and it’s a victory!

The other kinds of battles are against Heroes. These are considerably trickier, despite being technically impossible to lose. The idea of being a great Monster means that you have to fulfill traditional monster roles, which include losing to Heroes. Of course, the best monsters only just lose their battles, which informs how the game functions.

In other words, Hero battles are “won” by getting the heroes down to their weakest possible point before letting them win. This is made trickier by the fact that turns can’t be passed, and defensive abilities can’t be used consecutively. In other words, players can’t simple defend and heal themselves until the heroes win. To help make it this a little easier, players can (at any time outside of battle) change their character’s levels to anything at or below what has been unlocked.

So, if a monster is level 46, it can be changed to anywhere from 1 – 46, and all XP earned will slowly push it towards level 47. Lowering levels is used to tackle old content without being too strong for it.

Finally, the game will end after three years, and the player will be scored based on their performance throughout the years (which determines their ending). They’ll also receive a Graduation Gift, which is determined by their grades. Afterwards players can opt to continue on New Game+, which continues another 3-year cycle without a story, allowing for a more pure form of gameplay.

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

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