Daily Design: Day 263
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;
Bright, Viewpoint and Brilliant.
As such, the game I’ve designed today is…
Luminary is an asymmetrical multiplayer game in which one team of players tries to a single, lone player. It’s pretty horrible, in hindsight.
The lone player takes the role of the titular Luminary. They have to navigate scary-ass dark areas to find an exit, before the other team (the Ghouls) manage to kill them. It’s a little bit like Left 4 Dead, only it’s 4v1 and there are no NPCs.
The trick with fighting ghouls, as everybody knows, is that bright light will kill them immediately. The Luminary is armed with a lantern that can lightly injure any nearby ghouls, but also has the ability to flare up and evaporate any enemy nearby. They can only do this on a long cooldown, though, so it’s more like a “Get out of jail free” card.
Basically, the game comes down to manipulating the light and dark throughout the level, while either trying to escape or kill the Luminary, depending on which team you’re on. There are several things that can be used to manipulate the light, such as tearing down curtains, starting fires and more, though they’re all contextual.
The Luminary also has the ability to set traps. These range from trusty bear traps (that slow Ghouls down) to fire traps, which can be used to spontaneously set things alight. These can be used to set fire to Ghouls (killing them and causing the light to hurt other ghouls), or to set fire to objects in the environment, acting as temporary barriers.
On the other hand, Ghouls have extreme mobility, and can navigate the levels much more easily. They can climb, jump and run, as long as they’re in darkness. They can use their claws to cut things, as well as being able to lift and carry fairly small objects. They have to balance hunting the Luminary with staying ahead and ensuring areas are dark, by doing things like cutting ropes that drop curtains.
Ideally, players would constantly be balancing moving forward with their objective (killing or escaping) with manipulating the environment for their own needs.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.