Daily Design: Day 320

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;

Killing, Overload and Electricity. 

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

No Place Like Ohm


In No Place Like Ohm, players compete against each other to cause horrible electrical overloads and blow each other up.

Each player has a “coil”, a device that stores and generates electricity. The problem with coils is that when they’re overloaded with electricity, they violently explode and destroy everything around them. To avoid this, they can transfer existing energy to other coils.

Players have 3 abilities at any time – charge, release or transfer. Charging will generate more electricity in their coil at a rapid pace, releasing will slowly release energy over time and transferring will transfer the current energy to another player’s coil. Transferring takes time, and it’s quicker to transfer to a friendly player than it is to an enemy.

All players can see all coils at once, friendly or otherwise. They can also see the current charge stored in each, as well as what all players are doing, such as if they’re transferring and who they’re targeting.

The idea is to coordinate – players in danger of overloading should transfer their energy to a friendly player to save themselves, who can then either discharge it or transfer it to an enemy. Discharging is slow, but not as slow as transferring, so it can be a good way to lower your team’s total energy level.

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


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