Daily Design: Day 231

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;

Mercury, Gate and Transmitter.

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

Keep Cool


In Keep Cool, the protagonist has a thermometer strapped to them – if this ever gets too hot, the character explodes. It’s kind of like a really shitty version of Speed.

The protagonist wakes up in a facility with no memory of how they got there. It’s obviously a bit like Saw, only ideally the facility would be interesting and full of all sorts of strange areas and rooms, instead of just rusty painful things. For those who have played the Zero Escape series, think of those kinds of areas.

Before long, the player will meet up with other characters (NPCs) trapped inside the game, all with their own thermometers. Ordinarily, of course, keeping a thermometer below a certain threshold wouldn’t be too bad, but of course the facility is built with this in mind.

Rooms will heat up based on how many people are in them – the more people, the faster the room will heat up. Each room has a puzzle that must be solved, and it must be solved before the thermometer explodes. Different characters have different thresholds, making some essentially more fragile than others.

Before each room, players can decide who to bring in based on the name of the room. For example, if a room is labeled “Engineering”, they may want to bring in the character who they know to be an engineer. Characters that are brought in will lower the time limit to solve the puzzle (assuming they have useful knowledge), but will also give the player less time to solve the puzzle.

The problem is that some characters may refuse to leave others behind. For example, one may have a younger sibling that they don’t want out of their sight – this means severely quickening the time limit to have them provide hints.

If a character dies (excluding the protagonist), the game continues without them, and it will affect the story and ending. It’s quite linear and short, designed primarily as a narrative game with some puzzle elements.

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



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