Daily Design: Day 289
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;
Opponent, Wizard and Horse.
As such, the game I’ve designed today is…
Wizard Jousting is a game about wizards, who joust. I’m not really sure what you expected.
It’s a multiplayer game, though there’s plenty of room for a single player mode(s) as well. Players create and customise a wizard of their own before they head off to join the grand tourney in a jousting competition.
There are a few rules that are different from regular jousting, which is apparently worth mentioning because all you loyal readers know the rules of jousting by heart. The first big difference – other than the fact that there are wizards – is that the competition takes place in and around a large fenced-off ring, rather than a straight line. One competitor races on the interior of the fence and the other on the outside, which ensures that they pass each other multiple times per match.
The second major rule, as touched on lightly, is the fact that the competitors are wizards. This is arguably a bigger change. Rather than having to knock each other down with lances, the players do it with magical spells, cast by drawing runes in the air.
Before a match begins, each player selects a Grimoire, which is a book containing a series of spells and runes. This is basically the wizard version of a Call of Duty loadout, and will determine what spells they’re able to cast throughout the match.
For example, a Stone Grimoire will focus on heavy, slow attacks and a solid defense. A Fire Grimoire may rely on very powerful burning attacks, whereas an Arcane Grimoire will have more mysterious and esoteric magic, such as slowing down time or teleportation.
Players can see which Grimoire the other player has selected once both have chosen one, which allows them to predict (to a degree) what the opponent will be doing. The game is played in first-person, and the horses automatically begin running around the ring as soon as the match begins.
Players can cast spells by drawing symbols with either the mouse or analogue stick, then cast with a click or trigger (according to platform). The shape of the symbol (or Rune) can be referenced in the Grimoire, but only runes in that Grimoire can be cast. Some slow and especially powerful spells can KO enemies in a single hit, but others require a few passes to whittle an opponent down.
It’s kind of like scissors-paper-rock with some reflexes and strategy involved. It’s a relatively lightweight game, but that also makes it accessible and simple, which is a great thing. I imagine that cosmetic unlocks would be a good fit, as would new Grimoires that contained more powerful and strategic abilities.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.