Daily Design: Day 223
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;
Storage, Common and Selling.
As such, the game I’ve designed today is…
Inventory Management is a game that takes place in an epic fantasy world, where heroes fight monsters and armies for loot and glory. The player, though, is a manager responsible for handling loot rather than anything of the more exciting stuff.
It’s essentially a fast-paced management game combined with a clicker, where the goal is to sell junk and upgrade gear more quickly than the Heroes accumulate it. The player has a list of Heroes, each of which with their own stats and abilities. These Heroes will battle to accumulate loot, and it’s the players job to manage it all.
The main screen has a small number of slots for loot to go into. As the Heroes kill monsters (which is visualised), the player will receive loot. It’s their job to then either sell or equip it.
Selling gear is how you earn gold (surprise!), which is used to hire more Heroes and pay for their training, as well as upgrade the inventory. Gear is used to equip to them and make them stronger, with especially rare loot being extremely powerful (and, of course, valuable).
If the inventory is ever full, all dropped loot will disappear for good. Because loot can come so quickly, the player needs to sort out what they’re doing with it ASAP. The basic idea behind the gameplay loop is that players will be selling things extremely quickly, but also need to pay attention and not accidentally sell useful equipment.
It’s a simple little game with a lot of potential for (honestly, mindless) fun.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.