Hello Blinks Dev Community,
Like many here, I found out about blinks from the recent community pack Kickstarter. The open source and collaborative nature of Blinks game development seems pretty cool/unique, and it got me thinking about what I would like to see in my “ideal” blink game. The result of that brainstorming session is found below. I do not currently have any programming or game development experience, but do have plans to teach myself as best I can once I receive my kickstarter blinks/dev kit in a few months. I do have some doubts though that I’ll be able to pull off a game this complex with my limited experience. As such, I figured that I’d put it out here on the forum in case a more seasoned developer wanted to give it a go.
Blinks Game Concept: The Dragon’s Lair
Background: You’ve come to the Dragon’s lair with one goal in mind: To make your fortune plundering the vast treasures (Gold, Emeralds, Rubies) that await inside. There is, however, one problem. A fierce dragon awaits you and will not be easily parted from his treasure. How much can you collect before your luck runs out?
Players: 1+
Blinks: 6+
Setup: Separate out one blink per player to be treasure hunter blinks and one blink to be the dragon. Single click blinks once to make them treasure hunters (Player Blinks) and double click to make the dragon. Arrange all remaining non-player blinks around the dragon in any configuration desired as long as each non-dragon blink has at least one side open and available for the treasure hunters to attach with. This forms the lair. Long press the dragon blink to begin the game.
Description: The treasure hunter (player) blinks will have three sides: Yellow (Gold), Red (Rubies), and Green (Emeralds). The dragon blink will be orange. Each blink in the lair besides the dragon will be randomly assigned a color of Yellow, Red, or Green. Players must connect their treasure hunter blinks to the lair blinks so that the colors match to collect the treasure. Once the treasure has been collected, lair tiles go blank for a brief cool down period (About five seconds), before returning again as another randomly assigned color. Each treasure collected is one point, and players must collect as much as they can before their “luck” runs out. Each player starts the game with three luck points. This is reduced by one each time the player takes damage by either connecting to the lair with the incorrect color, or by being adversely affected by a dragon attack.
The dragon has three attacking moves:
- Fireball (Orange light (Fire) rapidly propagates out from the dragon blink throughout the lair and any treasure hunter blink attached to the lair while affected loses one luck.
- Tempest (Fierce gust of wind from the dragons wings blow through the dungeon as purple light rapidly propagates out from the dragon. Players must hunker down and quickly connect to the lair during this time or lose one luck.
- Void (All light is temporarily sucked from the lair and lair tiles go dark for 10 seconds. Players can still try to connect to lair tiles to collect the treasure if they can remember the lair layout, but risk connecting the wrong color and losing luck).
Every time a player loses a luck point, the lights on their treasure hunter blink get dimmer. The dragon attacks will get more and more frequent as the dragon is enraged by its stolen treasure and it eventually drains the luck from all players. (Starting at 25 seconds before first attack, 24 seconds between first and second attack, 23 seconds between second and third attack, and so on until end game or lower limit of 1 second is reached).
Win Conditions/End Game: After all luck is lost for a treasure hunter, the blink changes to score mode which shows how many treasures were collected by that treasure hunter before luck ran out. This mechanic still needs to be worked out. (Perhaps a yellow flash would be hundreds, red flashes are tens and green flashes are ones. For example 132 treasures would be represented as one yellow flash followed by three red flashes and then two green flashes. This would repeat until the game is reset.) If playing single player, try to set and beat your high score. If playing competitively, highest score wins.
If you’ve made it this far, thanks for reading about my random game concept. Hopefully someone will find it interesting enough to give it a go, or at least utilize some of the game mechanics in their own game.