Having awesome fun! After much brainstorming and a little experimentation, I’ve settled on a concept. Here’s some of the brainstorming that led to my decision.
Concept: Level Up!
An RPG that lasts just ten seconds. You play in three or four brief segments: 3s + 3s + 2s + 2s. In each segment you must act quickly to make a few key movements. These movements award you some number of experience points. The game then says “Level UP!” and pauses. You now spend a lot of time finely tuning your character to prepare for the next 2 or 3 second mad dash of play.
My concern here is that 10 seconds of total play may simply not be enough. It also implies a lot in the way of art and UI.
Concept: Ten Seconds of Roguelike
It’s a roguelike and so basically turn based. A great many turns may be enacted, but they all model a span of just 10 seconds. So these are either very detailed actions at “meter” scale, such as unstopping the cork on the potion bottle before casting the spell, and the spell would be cast by pronouncing each letter of the spell’s name over the course of several turns; or relatively coarse actions at the “centimeter” scale, such as the detailed manipulation of swords and shields in a 10-second sword fight. Focusing on magic might work even better.
Or actually, setting the game inside a computer would give this “time extension” effect ad infinitum. Thus:
Concept: Core Wars on a Bomb
It’s a programming battle, CoreWars, where you interactively write code that executes over the space of X (~100) clocks, where 100 clocks=10 seconds. (Now *that’s* a slow computer.)
This one continues to appeal. Just another CoreWars would be uninspired, but there’s range here for some real intrigue. If the “clocks” scale becomes a way to simply evade the theme, this is no good. But if the game could have the time-restricted feel that we expect from this theme, I like this concept for its simplicity, low art cost, and inate appeal. Needs to be single player though. So presumably the “circuitboard”/”memory field” is a puzzle of some kind, and you have to write a program (typing it in? dragging components?) that solves the puzzle i.e. breaks through the barriers. Possibly a bit like Core Wars but where each level provides a premade opponent program (but not necessarily symmetrical?).
Let’s focus on the time problem. Is this an evasion?
What about if the program you’re writing is trying to crack the code (in some sense) on a bomb, the timer of which is displayed prominently at the top. The timer runs in slow motion (from your perspective) but never stops. It has tenths and hundredths places so you get the effect of resolution. Possibly the tenths place is the clock marker: when it changes, the computer executes an instruction. So you have 100 instructions maximum to solve the code.
What do we mean by code? I like the idea of looking at bytes in memory, a field of green fuzzy digits perhaps. You upload your program into memory and you see it there as bytecode. The instruction pointer is marked. Changes to bytes are flashed. What’s the challenge?
If it’s really a code breaking thing…hmm. I’ll come back to that. In Core Wars an enemy program is executing and trying to force your program to crash. Maybe that’s your task: force the enemy program to crash and avoid being crashed yourself.
Alternative, the bytes might be largely inert: just data. You are processing the data in some way to identify the code word, which is hidden somewhere in it. Bit like Battleship maybe? But what does programming have to do with this? What’s the variety of challenge? Maybe there are “bomb” bytes that you can’t touch?
Each level needs to require a (more or less) unique program though.
What if the bytes can be occupied by ‘entities’ that are a bit more meta: a roving “code byte” for example. If you can read the location of that code byte, you win. The trouble is that the code byte moves constantly. In early levels its movement pattern is simple; later it becomes more complex. You have to corral the byte in cases by writing to bytes that block off its movement.
But no: again, this doesn’t sound like programming; just writing to x,y locations.
Yeah, no. I don’t think I can produce an interesting programming game in this amount of time. I could crib from Core Wars but I don’t wanna.
Concept: Targeting Computers
Yours and another space ship are closing for battle in 3… 2… 1…. You have to target your ship’s weapons in sequence and raise shields at the best times to deal the most damage. Targetting is in slow or pause mode so might take minutes, but the actually engagement takes 10 seconds each time. You play in waves, with a new, more difficult ship engaging each time.
This one seems pleasantly natural. It makes sense as a game. It has great potential for fun. There’s a familiarity about it (not too different from FTL). And it doesn’t seem too hard to implement. The risk factors are: (1) artwork, which would ideally require some pretty serious chops; and (2) fine tuning the game design to give it that chess-like, fencing-like, tactical quality. Plus, oh yeah, probably a fair amount of UI work. Mm. That cools me on it somewhat.
General Thematic Transformations
So I’m noticing some patterns.
- Games that really do take 10 seconds, game over, restart.
- Games that consist of a string of 10 second challenges, i.e. WarioWare, McPixel.
- Games that punctuate time with paused bits, e.g. Level Up!, Targetting Computers.
- Games that stretch time by focusing on a intense moment or microcosm, e.g. Core Wars on a Bomb, Ten Seconds of Roguelike.
- Games that allow free suspension of tme, i.e. Crash
I’m liking REDACTED best. 😉