Daily Design: Day 318
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;
Terminator, Uniform and Trap.
As such, the game I’ve designed today is…
Golem is a single-player stealth/survival game set in a (procedurally generated) post-apocalyptic city. I haven’t checked since 2012, but post-apocalyptic survival seems like a niche genre.
Players have to locate the “Mainframe”, all while being hunted by super-robots called Golems, which are like regular robots but way worse. These will kill the player on sight and are extremely difficult (though not impossible) to take down, though they tend to be quite rare.
Players explore the devastated city to look for the mainframe so they can shut it down, thereby “winning” the game. Not being a robot, they also have to gather food and water, avoid disease and the cold and manage their sleep.
Because this is all imaginary, it’s very easy to say this – the game will feature lots of verticality, and every building (including skyscrapers) are open and explorable. Set in a sci-fi world, the buildings are typically more advanced and a bit alien, allowing for varied environments despite them all being urban.
Players can gather clues to the mainframe either through exploration (finding documents and hints) or by “killing” and hacking the Golems. Each clue helps narrow down the area that the mainframe can be in, and because the game is procedurally generated it’s different for every player.
Finally, players can unlock new characters by performing well, like in Don’t Starve. For example, shutting down the mainframe will unlock a new character, but doing it quickly or on a harder mode will unlock different characters. They have various abilities and excel at different things; some may be better at straight-up combat, whereas others may be stealthier or have an easier time finding the mainframe.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.