Daily Design: Day 236
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;
Save, Ruin and Clock.
As such, the game I’ve designed today is…
Expeditious Expedition is an action-RPG designed to be played in tiny bursts. Think Half-Minute Hero, if it was less Final Fantasy and more Diablo.
Each time the player begins the game, they’re given a typical fantasy mission, such as to save a member of royalty or slay a dragon. The caveat is that they only have a minute to do this.
This timer can be reset by sleeping at an inn, which costs gold. Gold can be earned by killing monsters, and time doesn’t pass while in a town. This means the idea – again, like Half-Minute Hero – is to earn enough gold to reset the timer, all while gathering experience and loot. Of course, the inn becomes more expensive every time the player uses it, meaning they have to balance the grind with some foresight of when they won’t be able to earn enough to rest again.
Enemies drop loot that’s automatically collected, though unlike other ARPGs equipment can only be changed while in a town. This is to combat players feeling tempted to dig through menus while on a strict time limit.
All the usual trappings of ARPGs are there – different classes, satisfying massive monster murder (which is a better name for the game, really) and new abilities to learn through leveling. Combined with the focus on speed, it’s essentially a very pure and simple look at the genre.
Each level is completed once the goal is reached in under a minute. If the player’s character dies or the time limit expires, that level is failed, and all loot accumulated is lost. At the beginning of each level, players also have their level and gold reset. The idea is that finding loot is worthwhile, but players have to balance grinding and gold in each level. Completing the objective also rewards a good amount of loot, so successfully finishing more difficult levels is the best way to gear up.
It’s also an idea that’s easy to expand, simply by adding new levels to the game with heavy challenges. Another simple idea is a kind of survival mode, where players can see how long they can survive before the timer expires – basically a take on the rifts from Diablo.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.