Daily Design: Day 222

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;

Plan, Bomb and Screen.

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

Pattern Bombing


Pattern Bombing is a strategy game for one player that blends turn-based and real-time mechanics. It’s also designed to be played on smartphones and tablets rather than consoles or a PC.

Players are shown a top-down grid of an environment, and have to command some kind of secret agent through it to defuse a bomb. This is done by drawing out their path through the level on the screen, then selecting when they’re ready. Afterwards their character will simply follow the path until they reach the bomb, at which point they’ll begin disarming it.

The problem is that each area is heavily guarded, and the player’s character will be gunned down quickly if spotted. Luckily, players can pause the game up to three times in a level and change the path, allowing them to bypass problems. The player is also limited by time, since the bomb is ticking down to an explosion. This means the path can’t be overly long or complicated, since the character will run the entire length.

Once the player reaches the bomb, they have to stay there for a few seconds (exact time depending on the difficulty of the bomb). Players can move and then come back without disrupting their progress.

Each level has four medals to earn, which are used to unlock new levels. The first medal is for completing the level without being spotted, which is fairly common if only because levels are much harder to complete if you are actually spotted. The second is for defusing the bomb without moving once you’ve started, and the third is for finishing the level without changing the path at any point. Finally, the fourth medal is for achieving the other three in a single run.

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


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