Daily Design: Day 361
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;
Slime, Sensitivity and Retire.
As such, the game I’ve designed today is…
No Country For Old Slime
No Country For Old Slime tells the story of a once-great hero slaying slime monster, long-since retired. Players take the role of this (player-created) slime as it finds itself roped back into the business.
It’s a turn-based RPG in which players form a party of monsters and have to guard dungeons against hopeful adventurers. Players have access to a customisable and upgradeable lair, from which they can select missions, customise their party and evolve their slime.
Each mission is a series of battles against adventurers, but players also have access to an arena in which they can fight other monsters. By defeating monsters in the arena, they can recruit them for their own party – monsters can be collected Pokémon-style but only 3 can be added to the party at any given time (for a total of 4 members including the slime).
By levelling up and collecting items from battles and missions, players can evolve their slime in several ways. They essentially select the statistics to upgrade – strength, intellect, endurance and so on. As these increase the slime will change appearance according to it’s stats, becoming more imposing as it grows in strength or more mystical as it gains magical power. Players can choose to customise their slime’s appearance separately from this growth, though.
It’s essentially a turn-based RPG for people who love that kind of combat but aren’t as big on the exploration or story (I swear they exist!). The idea is to build powerful parties, tackle increasingly difficult battles and watch your protagonist grow (literally).
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.