ApathyWorks

Critique my game idea!

Posted by Alex Jordan on

Background
Two years is a long time to spend on a game. That's how long it took to make both the platform iterations of Cute Things Dying Violently, a game that was very popular on XBLIG and much less so on PC. Various promotions have done little to budge the meter on Greenlight, and so 24 months later I find myself in possession of an IP with dwindling interest. Time to do something else!

Updates and a sequel to the XBLIG version are both quite managable as a side project, but by now I'm ready to sink my teeth into a new concept. And boy, do I have one. But, seeing as how I'm a very busy person that holds down a day job, the question is if another plodding dev cycle will see me to success, or to yet another indie game retread that will enter the ranks of anonymity.

So: how's a world-sculpting, weather simulating, resource-gathering, craftalike, creature-destroying Tower Defense game strike you?


Project Coriolis
Yeah, uh, that kind of sums it up. If that sounds complicated, it's meant to. In designing my previous games, I usually found that I'd polish off the gameplay quickly and then spent far more time slaving over support systems. Although I doubt I can defeat the 80/20 rule by my lonesome, the Coriolis concept allows me to concentrate almost entirely on gameplay systems and minimize the involvement from outside systems.

The game would flow as such:

A few parting thoughts:

The weather system
Complicated though it sounds, I got a prototype up and running inside of two weeks. It's cheap to simulate and fairly accurate. It also adheres to certain real-life weather situations, such as Rain Shadows, high pressure zones, low pressure zones, and what have you. Since it's reliable and predictable, a key feature of the game would be casting spells to try and disrupt local climates to meet the player's defense or resource needs.

Spellcasting
I've gamed out about 140 discreet spells at this point. There's a healthy share of damaging spells (e.g. fireballs) and crowd control/physics spells (e.g. wind), but a goodly portion of them are unique spells for bending rules, be they weather-related, terrain-related, or gameplay-related. I think there's some promise there.

Tower Defense
Like a typical TD game, monsters would pour through portals and advance along paths... paths which prefer land routes and thus are determined by the player's land placement. Additionally, players could set up various Tower types instead of constantly casting spells. Towers would be more expensive to cast but are permanent (until destroyed), so there would be an optimal combination of spell-casting versus TD.


Viability?
Lord knows how long this would take me to do. As I said earlier, both versions of CTDV took me two years, and by the time I was done, the already-saturated physics platformer market was a denser environment than Manhattan. Whoops.

Intriguing weather simulators are few and far between, which is to my advantage. However, the Tower Defense market is flooded, as is the Craftalike market. There's also the fact that monsters creeping along lanes is also very well represented in the MOBA market.

But in combining all these things... do I have a good game idea? Is this something you'dbe excited to see and play? Please let me know on my Facebook page in the Comments section!
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