Daily Design: Day 228
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;
Attraction, Magnet and Practice.
As such, the game I’ve designed today is…
Opposites Attract is a two-player cooperative game about magnets, which is the most interesting subject matter imaginable. The game is a 2D platformer/puzzle, where the goal of each level is for one player to reach a predefined end point, at which point both players move on to the next level.
Each player controls a magnet, and each can be swapped between having a positive and a negative charge. Magnets will be drawn to their opposites – in other words, a positive (green) magnet will constantly be drawn to the nearest negative (red) magnet. This polarity can be switched at the touch of a button, and levels are designed in such a way that magnets are always being drawn towards something. Magnets can also “roll” with the analogue stick, which is used to make more precise movements.
The idea is to slingshot around levels with careful timing of the polarity switch in order to reach the end point. Some levels will require well-timed cooperation, as players can stick to each other too. Other levels will separate the players from the beginning, in which case they may need to activate switches (to open doors, and other typical game things) to help each other progress.
It is, essentially, a very simple platformer that could become very difficult. Timing must be precise, and there’s no indicator of when polarity should be switched other than what players gain through practice. The simple controls allow players of all skills and abilities to play, though there’s no guarantee anyone will succeed without a lot of practice.
It’s also an idea that would work purely for singleplayer, though I feel there’s somewhat less merit to this. Half the fun would be trying to avoid accidentally connecting to your partner and desperately trying to switch polarities to be the same as each other. It’s a lot of chaos injected into a game that requires precision timing, which (coupled with dead simple gameplay) can be a blast.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.