Daily Design: Day 350

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;

Sinking, Steel and Racing.

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



Waterscraper is a game about not drowning, which is also technically true of life. It’s a first-person roguelike that’s part Mirror’s Edge and part Sonic, at least as far as those awful (and intense) water levels are concerned.

Players take the role of a criminal who has been sentenced to death unless they can survive the ordeals ahead of them. It’s basically a small and meaningless caveat – since so few survive – but it’s a perfect opportunity for our protagonist to abuse an obviously flawed legal system, so they set about trying to escape the enormous skyscraper they’ve been dropped in.

The catch is twofold – one, the tower is full of creatures and robots that are trying to brutally murder them. Two, the tower is rapidly flooding and our protagonist can’t swim. They can escape by reaching the roof, but it’s an insanely tall building and – of course – the elevators are out.

Players spend a lot of their time running and parkouring, like an indoor Mirror’s Edge. On top of that, most combat is based around the concept of mobility and momentum – running quickly allows players to flip over enemies, slide under them, toss them to the side and so on. Weapons can be collected and used (including guns), but the game very much promotes staying in motion.

Like most roguelikes, the game is entirely over when the player dies. They can start again, but there’s no continuing from where they stopped. There are permanent unlocks for performing well – new characters (with different abilities), new difficulty modes, weapons, costumes and so on. Like The Binding of Isaac, the tower itself will also change after the player manages to succeed a few times.

It’s essentially a roguelike version of Mirror’s Edge, with some points taken from Rogue Legacy and The Binding of Isaac.

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


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