Daily Design: Day 327
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;
Hack, Equipping and Achievement.
As such, the game I’ve designed today is…
Achievement Armament is a hack’n’slash game about achievements and achieving things, or as far as anything completed in a game can be considered an achievement.
Players immediately start in-game. They’re a little blob-like thing that can swing a sword and move around. When they destroy a block – the only thing they can find – they unlock their first achievement, which gives them an achievement point.
Achievement points can be spent to unlock new features – in this case, the first achievement point can only be spent on a “graphics upgrade”, which makes your blob turn into an actual character. As players progress, they’ll unlock more and more achievements which in turn can unlock more and more features – everything but the achievement shop and core gameplay are all that players start with. Even things like the Options menu need to be unlocked.
Of course, more major features are locked behind the shop as well – things like new areas, abilities and so on. Players will very quickly unlock the base game (menus, basic abilities and graphics) and move on to more traditional hack’n’slash gameplay.
To stop players from doing things out of order and getting stuck, the achievement shop utilises a tree system, where certain options must be purchased before others. In other words, players will have to buy the most basic abilities before moving on to other ones – or they’ll have to unlock the main menu before any of the sub menus.
As a quick note, all accessibility features would be unlocked from the get-go, including a colour-blind mode and graphics options. This is because it’s unreasonable to expect players to unlock these things, even if it’s half the point (and joke) of the game.
The idea of the game is to unlock every single achievement, some of which become very difficult. While a lot of games promote this, I think it’s interesting to see a few games really embrace the idea and play with it. This idea is largely inspired by Achievement Unlocked – a free Adobe Flash game I recommend you have a look at if you enjoy the concept.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept!