Daily Design: Day 280

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;

Oxygen, Preference and Least.

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



Uh-O2 is a game about deciding which of your virtual friends lives and dies. In space!

Players take the role of a spaceship engineer during some kind of catastrophic disaster. Unfortunately, the ship has started hemorrhaging oxygen and there’s not enough for the entire crew.

Players have to manually manage how much oxygen each room is given, though there’s never enough to keep the entire crew at a healthy level. The crew will move about the ship based on orders you give, but they can’t be manually controlled. For example, players may give the order to “Repair Ship”, and the crew will run about the ship doing just that, but it’s impossible to know who will move where.

Through all of this, the player is fighting another, equally-impaired player. The last one to have surviving crew is declared the winner, and players can choose to hinder each other by giving certain orders, such as “Open Fire”. If the enemy player fires on your ship, walls may be breached that will drastically reduce the oxygen content of the room.

While oxygen is determined on a room-by-room basis, if a door becomes jammed or a wall is breached each connected room will share oxygen, regardless of how the player manages it. Crew that panic are liable to try and escape to another room, which can be massively detrimental to your plan – in this case, rooms can be locked down entirely, trapping the crew member inside (for better or worse).

Finally, fires can also spread, either through electrical fault (occurs randomly from damage equipment) or from enemy fire. Fires can be extinguished by dropping the oxygen content of a room, but they’ll also burn through oxygen of connected rooms extremely quickly.

So, yes, this is extremely inspired by FTL. It’s essentially a multiplayer version in which the life support is damaged from the get-go, though there’s a much greater focus on defending your own ship than destroying the enemy.

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


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