Daily Design: Day 274

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;

Kingdom, Get and Drop.

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

Kingdrop

 

Mufasa's_Fall.png

This was the only picture I could of a king falling. I am so, so sorry.

Kingdrop is a game about two kingdoms at war whos kings have gone missing. The two kings met for peace talks in a neutral castle, which was then inexplicably launched high into the air. Of course, it falls (so to speak) to the citizens to catch the kings on their rapid descent.

It’s a 2D sidescrolling game, in which each player (oh, uh, it’s multiplayer) controls a castle town, located on either extreme direction of the screen. In other words, one player is to the far left and the other is to the far right.

Soldiers will automatically spawn from your keep at set periods and march to the right, attacking enemy soldiers when they meet. These battles will inevitably result in a draw, with both groups being wiped out simultaneously. To combat this, players can spend Gold to spawn more units (of different types).

For example, players could spend 10 gold to spawn Infantry, which are heavy-hitting melee soldiers. This would give you the edge over the opposing player, and your soldiers would easily beat theirs. However, since they have to cover a lot of ground before they reach the enemy castle, they’d have to fight through a few waves of enemies and might not make the entire journey.

Games can be won in two ways – either conquering the enemy castle, or by the enemy letting their king die (more on that in a sec). The first is relatively straightforward, if not easy. Soldiers that make it to the enemy keep will attack it and lower its health – at zero, it’s destroyed.

Along the way to the castle are gold mines. When a player has troops move over a mine they’ll capture it, and it’ll spawn a miner that moves between their keep and the mine. Each time it makes this journey, that player generates a small amount of gold. Players also have to worry about how they spawn their troops – for example, spawning a tanky melee unit before archers is a good idea.

Finally, there’s the whole deal about the kings falling out of the sky.  The kings will randomly fall from the sky, and each player has to use a flying trampoline to bounce them back up again (it’s a bit weird, I admit). The problem is that as the game goes on, the kings will fall more frequently and quickly.

Gold can be spent on trampoline upgrades, which is a core mechanic of the game. Worse, your king will begin to fall more frequently and quickly if you’re winning the game. In other words, if you’re making more gold, it’s a good idea to spend some on trampoline upgrades.

The idea is to add an element of action to the strategy game, while also ensuring there’s a bit of balance to the economy system. Players need to decide where their money should go based on their confidence in their trampoline skills, and it stops one side from “snowballing” the other.

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

 

 

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