Daily Design: Day 292
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;
Safety, Landing and Style.
As such, the game I’ve designed today is…
Stuck Landing is a game about competitive space ship landing.
Before a match, players can have up to three separate ships that they can customise. Ships can be made bigger and more complex, though this comes at the cost of handling capabilities and speed. Smaller ships are faster and generally have better handling, but it can be easy to lose control of them due to their high speeds – they also have less room for useful items.
This is important because Stuck Landing is all about landing your spaceship in the coolest way possible. Whether that means doing several flips as you land, flying through enclosed spaces are landing a ridiculously-shaped ship, everything adds to your final score.
Each match begins with a quick overview of the procedurally generated landing pad, which includes all obstacles near it, such as hoops, buildings and other things to fly around and through.
Each player (up to 4) then selects their ship. Smaller ships are better suited to flying between things and through small spaces as well a for building up speed, but doing something dangerous in a larger ship is worth more points, though this can be offset with the bonus for flying quickly in a small ship.
Each player is given a small amount of time – say, up to 20 seconds – to land their ship with style. Other players watch on as this happens, then compete for a better score. A crash or collision results in a zero no matter what else happens, as a score is only awarded if the ship is landed successfully.
Players can opt to do crazy things by building their ships in strange ways. They can have thrusters on the sides to make their ships spin, detachable pieces that can be controlled and landed separately or even an escape pod for those last-ditch efforts at a score.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.