Daily Design: Day 317
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;
Exponential, Grinding and Royal.
As such, the game I’ve designed today is…
Grind King is a game about grinding for sweet loot, while also being a king or queen, for some reason.
Players take the role of a kingdom under siege by some kind of evil empire (empires are always evil), and as the warrior-king or queen they have to fight back the enemy and look good doing it.
It’s an isometric action RPG, with an emphasis on fun and action-heavy combat. Players manually attack with buttons (rather than having an auto-attack, such as in Diablo) and have to manually dodge out of the way of attacks. They learn new abilities in a talent tree as they level and all that good stuff.
Players use their capital city as a kind of hub, and can select missions to undertake from there. Each mission is relatively short (at least under 30 minutes), so that a few can be consumed in a single sitting. They have different objectives, but are generally about killing a lot of things, whether players are defending an area or hunting a powerful boss.
New pieces of gear will drop from enemies as the player kills them, and all items are automatically picked up (there’s no inventory limit). Items that are an objective improvement are automatically equipped. However, after each mission is completed, the player can only select one piece of gear – this becomes a “Royal Heirloom”, and can be permanently equipped to the King or Queen.
The idea behind this system is to promote that “fresh feeling” where the player is constantly finding new pieces of sweet, sweet gear, while still providing them with a means of permanent progression. Gold can also be used to build the capital city which provides certain benefits, such as higher drop rates or XP gains.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.