Each player is a catapult somewhere in the corner of the screen. You can only deliver packages by launching them from there, with proper aim and speed!
Objective
Highscore. You get points for delivering packages. (The right ones, as fast as possible, etc.)
Input/Action
Hold to increase throw strength. When released, it throws whatever you’re holding.
Your aim automatically rotates. But it checks your “limits”; for example, it won’t rotate past the ground you’re standing on, as that would be useless and wasting time. So, in effect, you usually only flipflop between ~180 degrees of movement.
Map
This can go in different directions.
- Top-down: but you’d miss the intuitive gravity aspect of throwing
- Side-view: but you’d be locked into moving left to right, very similar environments => Side view is absolutely best, as the gravity aspect allows for creative throws and more intuitive flexibility.
- Side-view arena: an arena designed so you can jump, move around, use special elements
You’d say something like:
- All people in this city live on a bunch of mountains
- So you grabbed a catapult to deliver all packages!
IDEA: There are different packages (unique specific type) and package classes. A package will be grabbed by the first thing it hits with the right class. This is how the wrong package can end up at the wrong person, because it grabbed it based on class. This forces you to, sometimes, throw around someone.
IDEA: Whenever someone has a certain wanted package, it magically shows up in your queue.
There are often “non-needed” packages. (Also to switch up the order of thing.) But you can use these to navigate. Throw them against certain “hooks” in the level to teleport to that place.
Smaller elements would be something like: a jump, a trampoline, a magnet that attracts your catapult, etc.