Daily Design: Day 261

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;

Vending, Loose and Reach.

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

Tilt Control


Tilt Control is a singleplayer game designed for phones and mobiles. It’s about the adventures of someone who was cheated by a vending machine, and has had more than enough of that bullshit. So, they decide to stick their arm way up the chute and just grab it themselves, like a reasonable adult.

The main menu functions like a vending machine – players select a snack, each of which represents a different level in the game. When a snack is selected, it’s dropped into the vending machine, but doesn’t come the other side.

So, the protagonist sticks their arm way up the cute, which is where players take control. It’s a 2D view of the inside of the machine, which (for whatever reason) is full of twists and turns. Players have to navigate their arm through this by using tilt controls, where tilting the phone or tablet one way or the other will move the arm correspondingly.

Each time the arm connects with the side of the machine, it will move slightly. Every touch makes it move slightly more until it eventually falls over, horribly crushing the main character and, at the very least, mangling them forever. So don’t do it.

At the end of each level, the player finds the snack they were after. Unfortunately, that means they have to pull it back through the entire level, and now they’re holding a snack which makes the level harder.

More challenging levels will have larger and more strangely shaped (fictional) snacks, as well as less predictable and harder-to-navigate “tunnels”. Completing a level rewards cash, for some reason, which can be used to purchase more difficult levels.

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


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