Daily Design: Day 257

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;

Alarm, Creature and Station.

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

Space Tail

Alien_-Isolation™_20141013213956.jpg

Now with 100% more copyright violation.

Space Tail is a cooperative stealth/horror game set on a space station. There are four players who have to work together to avoid detection from an alien creature and escape – it’s basically what Alien: Isolation would be if it were cooperative. You could also think of it as a stealth-focused Left 4 Dead.

Players control their character in first person, and have limited actions, only being able to interact with items in the environment contextually (such as opening doors). They are, however, fairly mobile. Characters can vault over tables, slide under them, sprint and jump, all in the name of avoiding detection (and for sick parkour cred, I assume). Hiding is also valuable, as players can take refuge under beds and tables or inside wardrobes; or simply just behind something like a sheet or box.

The alien patrols the ship, brutally murdering anybody it finds. It can quickly kill the entire group of it detects them, so splitting up is often advised so it doesn’t wipe the whole group out if they’re spotted.

Players are equipped with special space suits© that are triggered by proximity, because science fiction is all about useless but cool gizmos. Players can activate devices simply by standing in a certain room for a period of time. As an example, a door can be unlocked just by having a player stay in the same room as the door for a minute, though this timer is sped up if there are multiple players nearby.

Secondary systems can also be activated in this way. These are rooms that grant non-essential but useful boons to players, such as allowing them to trigger a fire suppression system at any time (once) that can be used as a makeshift smoke screen to escape. Some rooms may also activate a device for as long as a player is alive inside the room; so, if player A stays inside a room, the room that player B is in may be locked down so the alien can’t enter. Of course, the alien is attracted to active rooms, so players need to hide themselves well.

To make this much worse, the alien will clue in to a hiding spot if the player remains in it for too long, meaning they have to move around at any given opportunity. If a player dies, the ship announces it over the scary intercom (I’m not super sure why it’s scary, I guess it’s just loud). Dead players can take control of security cameras to keep an eye on the alien and guide living players.

If anyone makes it off the ship after activating the customary self-destruct sequence, the game is won. Survivors can unlock cosmetic upgrades and some useful upgrades, such as the ability to create an audible distraction elsewhere on the ship. These abilities can only be used once per mission, and players start with a set of useful ones so as to not be at a disadvantage when starting fresh.

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

 

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