It’s a game about defending yourself against monsters, coming in from all sides of the screen. Each player has one particular role, with powers and weaknesses. Different monsters are made of different elements, and fighting them requires using (or taking away) the right element (instead of some violent attack).
For 2-4 players. Although a single player mode, or allowing 6-8 players would be nice. (The latter might actually be more realistic and easy to do?)
Below is the golden rule that makes the idea unique and solves a lot of issues.
While the monsters are attacking, random “innocent people” spawn on the map. You must save them from the monsters. These innocents are what force the players to move apart, then come together, then move apart.
Tutorial/Campaign
Divide it based on elements.
- World 1 = only Light is an issue => introduces that + monsters specific to that
- World 2 = introduces Heat + monsters specific to that
- World 3 = introduces Oxygen + monsters specific to that
- World 4 = introduces miscellaneous polish elements + more varied monsters
This ensures we don’t need a big tutorial at the start. And we always keep things varied, and give players a chance to explore/learn mechanics, by adding more monsters and playing some levels.
Light
There is one lightbearer. They can only carry a torch, not protect itself.
Anywhere light doesn’t reach, the world is simply black.
We might extend this to spawning two torches (for 3-4 players), or randomly spawning torches / fires for “refilling” around the map
Heat
There is one heatbringer. They can give others heat, but in doing so drain their own energy?
The arena is on some sort of ice planet. Stay close together to keep each other warm.
- But, when you’re close together, you cannot save those people sprawled around the map.
- Additionally, you’re more vulnerable to monsters doing area damage.
Oxygen
There is one airmaster. They can give others oxygen, but need time away from any monsters/people to refill?
People breathe in oxygen, and breathe out carbondioxide.
Staying in one place means the oxygen percentage lowers, until you simply die.
The trio of items
Each item gives you two things, but removes the other.
- Campfire = adds light + heat, removes oxygen
- Glowing plant = adds light + oxygen, removes heat
- Some sort of animal = adds heat + oxygen, removes light
- Maybe it’s just a big animal that blocks light. Seems simplest?
On top of these, there are the innocent people you need to save => can this be transferred to the theme of “lover and the light”? Are these people the lovers of the player characters?
GOLDEN IDEA: Or are there always two people spawned at the same time, but apart? (And you must bring them together?)
GOLDEN IDEA: You need to build torches yourself? So you’re also required to move around and grab wood? (And while we’re at it, you also need to seed your own plants, and attract/feed your animals?)
Special fighting
Not even sure if this is needed in the current idea, it already has spice enough. On the other hand, these are simple ideas that would add a lot to the core fighting loop.
Fighting happens with many cool stuff:
- Some things are close, others need to be thrown
- When throwing, you can give it a path, and curve that path if needed (to hit a specific enemy or multiple at the same time, or avoid another player of yours).
- There is area damage, but friendly fire is also on, so you’ll need to instruct others to go away.
Last remark: make it a “systems” game
Make everything interact with everything else, in the intuitive/realistic sense.
For example, you can use the torch to light anything on fire => you lose the torch permanently, but you do get the benefits of that fire. (And, of course, there must be something to light up.)
Notes/Verdict
Name inspired by Lover of the light, Mumford & Sons.
I think this can actually be a really strong idea, with simple implementation and tutorial. If I simply keep to the “trio of requirements”, which are constantly battling each other, there should be challenge by default?
A great talk (halfway through, 28:00) about designing enemies (that are actually varied and fun): https://www.youtube.com/watch?v=d8QAVGeEj-U
ORIGINAL IDEA (for warmth): Warmth. You’re in a very cold environment, so players need to stay close together (and make fires and such?) to stay warm. But … you must also stay apart to win the level, for some reason. (Big area to scout? Better to cover more ground if you stay apart?)