Daily Design: Day 260

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;

Winding, Degradation and Error.

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

Tightly Wound


Tightly Wound is a single player puzzle about the (potentially sad) adventures of a wind-up robot. It’s a side-scroller that’s part platformer, but mostly puzzle focused.

The more perceptive among you may have realised that the primary concern facing the robot is the fact that it needs to be wound. As such, players only have a certain amount of time to move between “safe zones”, which are areas where friendly robots can wind your robot back up.

In other words, the idea is to move from one friendly robot to the next in the time allotted before your robot runs out of steam, so to speak. Players can jump, fall and move right or left. They can also push, grab, pull, lift and throw certain objects, allowing them to manipulate the field in several ways.

The idea of most levels is to leave the “safe zone” in order to manipulate the field in some way before the robot stops moving (which results in a game over). For example, players may have to push an obstacle down that then becomes a bridge, opening a shortcut that allows them to progress much further than before.

Friendly robots can also be moved if certain conditions are met. Robots are attracted to special robot food, which can be uncovered by meeting the right conditions, which usually come down to solving an optional (often hidden) puzzle.

The goal of each level is to find the exit, but there is also a hidden upgrade in each that affects your robot in specific ways. These range from increased movement speed to longer wind-up “stamina”, but importantly all puzzles can be solved without the use of upgrades. They simply exist as a way to offset mistakes, rather than as a necessity.

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


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