Sunday, March 24, 2013

Disorient: First Thoughts


Disorient

Description: You have found yourself in a dungeon of sorts. Find your way out. Try not to die before that happens.

-Rough Mockup-

(Those circles don't quit.)

Core mechanics:
  • Randomly generated dungeon
  • 360-degree mouse-directed shoot-em-up action
  • Swarms of enemies
  • Hidden rooms, keys, limited ammunition, exploration
  • Perma-death! (One life.)


Idea: I wanted to design a cross between a shoot-em-up and an adventure game. Think: The Legend of Zelda, Gauntlet, and Smash TV. Ideally something that rewards accurate shooting and spacial awareness. This was originally going to be a realized as a multiplayer adventure. Cutting the networking aspect seemed appropriate given the reduced timeframe.





MOST IMPORTANT GOAL:

DO NOT END UP LIKE THIS AGAIN



1 comment:

  1. I like having a Roguelike with a concrete objective (and Gauntlet was my favorite game for many years!)

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