Game Design: MAD MOLESKIS!

Soooo this morning Nick and I were looking at Jeff Minter's tweets after an evening he'd spent playing terrible old video games and summing them up in snarky tweets. And I suggested that it would be highly entertaining to have a game jam using these tweets as design material.

And then Nick scrolled down Jeff's timeline and said, well, why limit it to just his retrogame tweets? Because “Live on Periscope: Inserting Digestive biscuits into sheep” sounds pretty good too.

We started brainstorming this. So obviously you have to be in a submarine, because you're using a periscope, right? (We'll willfully ignore the fact that “Periscope” is the name of a video streaming app.) And if you're in a submarine under a pasture, it must actually be a subterrene, right? Obviously it is piloted by a mole. So you are of course a mole staring into a big clunky periscope, shooting biscuits at sheep to feed them.

And you can run out of biscuits, so you have to dispatch a mole to go stand in the queue at a British supermarket and buy a packet of biscuits to feed the sheep. This is shown in jerky 8 bit animation on a secondary monitor stuffed into your subterrene's cockpit.

And there are other controls, strewn awkwardly across the screen. You interface with this absurdly complicated control panel by using the left and right thumb sticks to move your huge mole claws around and press buttons. Want to move the subterrene? There's a lever on the side to throw it into forwards or reverse. Want to turn it? There's a big wheel to turn.

Your goal? Feed the sheep. But not too much. If you over feed them they get so full they explode. Which is a thing you need to do in later levels when wolves show up; if a wolf eats a sheep who's about to explode then they explode too. Eventually the sheep wander into their barn for the night and the days points are ticked off, with various absurd bonuses.

As the game goes on you start getting more controls, to the point where you have to start scrolling the screen to turn around in your tiny little cramped cockpit. Manage your crew of inept moles to keep the ship running! Send minions out to buy lawnmowers to break down for parts to repair the sub! And whatever other stupid low-res problems a crew of moles feeding sheep might have.

Also because autocomplete just turned “Mad Moles” into “Mad Moleskines”, they are now comedy Russian “MOLESKIS”.

I'll start on the prototype and the Kickstarter pitch immediately.

 

riffing on games

Idle thoughts towards a Paradroid clone that preserves some of what I like about the game. Mostly inspired by Puppygames’ Droid Assault, which does not.

More realistic art: each droid class has a different unifying color scheme, to aid in quick tactical decisions. “Oh shit this 400 class droid is about to reject me, and all I see is 7/8/9… oh YES there’s a 200.”

I think I would make the fog of war more obvious: render unseen areas in a more schematic view. Like Monaco. Make it VERY OBVIOUS that you can’t see enemy droids because they’re Out Of View.

TWIN-STICK SHOOTER.

Must have a transfer game. Every single damn clone of Paradroid drops it. Having this separate little thing to master was part of the fun; being able to take over the 999 with the 001 is totally An Achievement that should go into your virtual trophy case.

Randomly-generated ships? Paradroid the Roguelike. Or not – design different decks to present a different kind of mood.

It’s definitely a game set in a Place rather than a series of Levels – you can stealth your way to the command deck and take over the 999 as your first action, if you want.

Oh hey look here’s an arena shooter that comes as source with Unity. Well that’s a good chunk of the basic work then.

Ramp the reflex up: some bots should be total bulletstorm. (Adaptive difficulty: alert level determines power level of bots. Or is there an explicit EASY/NORMAL/BULLETSTORM difficulty setting?)

Visual style: as much flat color as possible. Possibly every object has 3 colors, white/midtone/dark, as per its droid class? Similarly, each level has its own hyper-limited palette applied to the standard tiles.

(Maybe a 4th accent color that shows you where the droid is in its class? ie, a 304 has some of the colors of a 2xx, while a 389 has some of the colors of a 4x?)

Button to turn on ID numbers above droids?

Lights? Would add cast shadows as a way to notice other droids.

Smart-bomb: you emit a bulletstorm, at the cost of a dramatic amount of your host’s energy. You probably can’t do it at all on low-power droids. Maybe one-shot energy tank pickups?

Is upgrading your host/yourself possible? I want to say no. The heart of the game is “get better equipment by transferring”.

Each droid has a sentience rating. At the end of the game you are told how many droids you killed, and what their combined total human equivalent was. You do not get points or achievements for this. You just know.

Hmm. Narrative: what if the droids are just going ‘fuck this war thing’? There could be the odd NOT A GUN moment. Some ‘bosses’ are heavily armored, and try to reason with you before opening a can of whoop-ass. You can join them at which point the game ends with a cinematic of the fleet flying off into the unknown. (If I am insane enough to do a sequel, this is what it assumes you chose…)

(There is an achievement for choosing the ‘be loyal to your human masters’ ending, and an achievement for choosing the ‘be loyal to your fellow software people’. They are both called “Loyalist”.)

Some terminals have extra features… if you can win the hacking game with them. It’s the same game as taking over a droid, less is more. Lock all doors. Change alert level. View security cameras. Also basics like ‘ship map’ and ‘droid database’.

There are places only small bots, and only hovering bots, can go.

You do not gain allies. This is single infiltration, not squad combat.

Hacking game. Research existing ones.
Paradroid
Neuromancer
Bioshock (and its sequels?)
Uplink?
Oddly enough, not Hacker.
Invisible, Inc.
System Shock 2
Ratchet and Clank?