Egg Shells is a largely narrative game in which the player takes the role of either party in a relationship (man or woman) and watches, and participates in the relationship, through it's rise, plateau, and fall. Inspired by games such as The Path and The Graveyard.

The player witnesses vivid scenes as the character they embody would see them, initially with elated, joyous pink, yellow and other bright colours. The player will have certain choices in dialogue to determine the outcome of certain scenes, but largely the player is helpless to make any difference, which is the point of the game in the end. The game would be, as a result, only for a niche audience, largely those who enjoy visual novels or adventure games.

As the game progresses, environments will turn more grey and hopeless, and players will realise that no matter what they select for their dialogue, they always lose out in the end. No matter what they player enters, a fight always ensues. The player is, in essence, always walking on egg shells.

The player cannot win or lose the game, the game runs its course and the player takes what he or she desires from the game.

Image Source:
https://markmanson.net/wp-content/uploads/2013/07/fights-in-a-relationship.jpg

More submissions by Isaac Missingham for MDS GDV110 - 'One Game a Day' Assignment

Crowd Pleaser is a rhythm/choice/reaction time game in which the player tries their best to keep a disgruntled crowd happy before the main act comes on. The main act can be a variety of acts, such as music or comedy, but it's up to you to fill the void.

The primary game play takes place with a camera positioned behind the player character looking out to a daunting, grumpy and impatient crowd. The aim is to make the player feel as though they are under the same pressure as their character, and the player must make quick decisions to try and entertain he crowd. Decisions come in the form of quick time events, that involve button presses, joystick movements, and if you're doing a bad job, dodges and ducks in the form of running around avoiding thrown objects.

The player can further have text dialogue options, with certain elements pleasing the crowd and others not. Players must read the crowd based on their first few reactions to certain comments, and from then adjust their comedy/jokes to meet the crowd. Different crowds will have different preferences, reactions and distastes. Different crowds will be made of different demographics, and male to female ratios, so players must choose their jokes wisely.

The player wins each level by impressing an ever growing, and ever more impatient crowd. The player loses when they are booed off stage.

Image Source:
http://farm4.static.flickr.com/3429/3972303590_819cd2688e.jpg



Mutate Me is a management simulation game in which you run a business in the future that mutates people as a service. People come with various requests for their mutations, such as an extra leg, gills for breathing under water, or resistance to fire.

The primary game play takes place in a tycoon like overview of your shop. The player can customise their shop with furnishings, wall papers, choose the layout of the walls and rooms, and establish where to put their mutation machines. Once a customer comes in with an order, the player then has free reign on how to implement their mutation. The player enters a sims like character creation interface to implement the mutation, similar to that of spore in its creative sense. The player can place things on the customers or affect their muscle or bone structure to implement the mutation.

The player wins the game by implementing a successful business and earning profit from the best possible mutations. Customers can be unhappy with poorly implemented mutations, such as using wings to give someone super strength, or gills to someone who wanted to fly. The player must also manage business costs and expenses.

Image Source:
http://static2.hypable.com/wp-content/uploads/2014/05/XMenQuiz.jpg



Baby Crawl Xtreem is a baby racing game in which the player takes control of a baby competing against other babies in an effort to crawl to the end of a variety of courses. The game aims to provide the thrill of (moderately) high speed racing and the cuteness of babies together in an enjoyable experience.

The game would take place in a third person perspective, just behind the baby crawling along. Courses would be varied and interesting, and keep the baby-ish theme with obstacles and environmental factors that you'd expect a baby to face. These might include children's playgrounds, sandpits or baby size running track.

The player could use various forms of tactics to try and beat other crawling babies, such as leaving distractions on the course to stop other babies in their tracks, or using their environment to their advantage, such as throwing sand.

The player who wins the race with the fastest time wins the game, and obviously the losing place loses. Players could compete in online play against other players, and could compete for the best time around given tracks.

Image Source:
http://media.harnesslink.mycms.co.nz/files/w400h320/76646/Baby-race.jpg


Remember This is a mobile puzzle game that incorporates your calendar entries into a memory game to help you remember your calendar entries, sharpen your memory skills, and have fun in the process.

The game takes a variety of different forms of puzzle games, from remember the shape, remember the pattern, remember the number, or remember the combination, etc. These would be presented to the player in easily digestible ways, with pictures and appealing graphics. The game would tale various snippets of information from your calendar and put them together in meaningful ways, such as a list of important dates, or a mixture of important locations.

The game would be developed with a levelled structure of increasing difficulty as the player progresses, with a random rotation of the various types of puzzles. This progression would further be tracked, so the player feels a sense of accomplishment as they continue to play the game, drawing them back to play more.

The player can never win the game all together, but each puzzle is marked with a score and the player can seek to beat that core. The game cannot be lost, only very low scores could be perceived as a loss.

Image Source:
http://cdn2.hubspot.net/hub/215486/file-45089375-png/images/test-taking-memory-techniques.png

Right Away is a person management game in which you play as a butler to a celebrity of your choosing. The player must cater to their every need and do as much as they can to ensure they keep their job and home, with their boss.

The game play takes a variety of forms, from driving, to third person, to first person, as the player carries out a variety of tasks for their employer. These can range from getting your boss to work or to the studio as quickly as possible, cleaning up in a third person perspective, or helping your boss shave in a first person perspective. You can be tasked with a large number of activities, which will be randomly selected based on the celebrity you choose. Male and female celebrities will come with different sets of tasks that will ensure male and female audiences have something to satisfy them, and can branch out and try something else.

The player accrues points in the form of their employers happiness, as it fills, their score increases and the player aims to get as high score as possible. The game would feature some narrative in the form of conversation with your employer, and each celebrity that is made available would have their own narrative.

The player can complete the narrative and win the game with as high a score as possible, and loses when he or she fails too many tasks and is ultimately fired from their position.

Image Source:
http://www.domesticplacementgroup.com/images/hire-a-butler.jpg



Exterminator is a pest management/puzzle game in which the player takes the role of an exterminator that must tackle a house full of rodents or insects. The player must do his or her best to funnel the pest into a trap or where another person can catch them.

Game play takes place in a third person perspective, where the player can use any means necessary to try and funnel the, for example, rodents into the capable hands of your partner, or a trap. The player can use a variety of tools, such as a sledge hammer for digging through walls to get to rodents, various sprays to get to insects, and other destructive tools to rip the house apart to get to those pests.

The player gains points for how quickly they can get to the pests, and how efficiently they can channel them to their partner, or kill them. The player gets rewarded for how quickly they can eradicate all the pests, and for how little damage they do to their environment, ergo how efficiently the player can identify where and how the pests are moving about.

Each level is won as the player completes the eradication, but the player competes for a top store. The game is lost if the player takes too long, absolutely destroys the house they are trying to make pest free, or lets the infestation grow out of hand again.

Image Source:
https://pestexpestcontrol.files.wordpress.com/2015/02/exterminators.jpg



Extreme Busser is a racing game in which players take the roll of your favourite bus driver on a variety of routes and must race against other busses in heavy traffic to get the route finished the fastest.

The game takes place in heavy traffic, and due to the heavy nature of a bus, semi-realistic physics will be used in order to give the player the feel that they're driving a bus, however some leeway will be given to ensure the gameplay feels fun. The player must beat all other busses by any means necessary, and is given free reign with traffic laws by the local government. The player can opt to ignore or miss stops all together if they wish, or can dangerous swing the door open for a split second before taking off again, however missing stops and pedestrian harm will detract points away from the player, and may even end the game.

Further, the busses you drive will feature nitrous for that pesky late yellow or just-turned-red light, using nitrous will disgruntle your passengers which, if taken to the extreme, can end up detracting points.

The player aims to get as high a score as possible as fast as they can for each route, and technically wins the game when they complete and win each route. The game can only be lost with several civilian casualties, or a very low score.

Image Source:
https://i.ytimg.com/vi/rNfNg2mzKDI/hqdefault.jpg



Black Market is a strategy game in which players represent a country of their choosing and must find loopholes to take advantage of, and maintain black market trading between the country you chose and various other countries and groups. The play must choose the commodity/commodities that they sell on the black market.

The game is played from an interface similar to that of Crusader Kings or the Democracy series - players are presented with data and choices which can either lead to success or failure in terms of their trading. The player must notice opportunities from flash news bulletins and other such pop up information that can either be ignored or capitalized upon, and the player must further keep an eye on legal action that could be taken toward them. Once the player establishes a market for a certain good and has regular customers, economic management comes more into play, and the player is faced with the dilemma that comes with the risk of black market trading - who to trust and what customers to pursue or double cross, etc.

The player can also make alliances, and has the opportunity to pay of members of their local government etc.

The game is won when the player meets a certain requirement in the size of their empire, but technically this could be limitless. The game is lost when the player is caught, killed, or bankrupt.

Image Source:
http://feelgrafix.com/data_images/out/28/980802-black-market.jpg




Winning and Losing is a problem solving game in which the player is tasked with a legal or medical case, and must use their problem solving skills to find evidence, and come to a conclusion. The game would take a narrative focus, in which each case is centered around a story, similar to that of a TV series.

The game play would be largely open to the player in terms of how they want to solve the problem, with environments to search, pin-board type interfaces to try and make connections, and encyclopedia style interfaces that would contain relevant information to the case at hand for the player to search for. The aim of the game would be to make the player feel empowered by making them do most of the actual problem solving, but the bread crumbs of the story itself would all be laid out before the player to make it a less daunting task. That way, the player gains a sense of empowerment in their problem solving, but doesn't feel as though the task is insurmountable or obscure. This would make the player highly involved in the narrative, and make for very effective story telling.

The game is won when the player solves the case and ultimately resolves the mystery or story in which they've been placed in. The player loses when he or she loses the case, or lets their patient die, or the negative outcome of what they've been faced with.

Image Source:
https://goodmenproject.com/wp-content/uploads/2012/09/magnifying-glass_flickr_images_of_money.jpg



Rescue Pups is an action game where the player plays as a rescue dog in a variety of levels based on natural disasters, such as earthquakes, floods, typhoons and other natural disasters. The aim of the game is to save as many people as possible, in a limited time frame.

The main gameplay revolves around the player being placed in large scale natural disaster and having to find and save individuals in life threatening situations. These could range from flooded homes, being buried alive, or dangerous winds and other such dangerous situations. The player must use their dog senses, which would be displayed as visual cues with the player playing as a dog in the third person. The person would have some mobility in their search around varied environments and further be paired with a human in each mission to aid in your search.

The player receives points for each person they save, and aims to get as many points as they can before the disaster claims too many survivors. The player loses when too many survivors are claimed by whatever natural disaster they are attempting to recover people from.

Image Source:
http://3.bp.blogspot.com/-gU88IuiutZE/UGcrYRtAQ2I/AAAAAAAABMo/pMF9RZqs2IU/s1600/explore-ski-patrol-dog-2-137-1024x680.jpg



Walk The Dog is a puzzle/casual game in which you are a professional dog walker and must manage and juggle a variety of uncooperative dog breeds all trying to go different direction, while you do your best to look composed and keep everything under control.

The primary game play comes through the player doing their best to counteract each dog lead that is applying pressure by pulling their lead and trying to go in a different direction. The player must do their best to move oppositely to each dog yanking on their lead, and try and find the sweet spot between all the pressures to keep on going forward. This mechanic will largely take place through using both of the joysticks simulating your human lean with each joystick representing an arm and the weight you apply to it.

Initially, the player will only have to deal with small pugs and other small dog breed, but as the player progresses he or she will have to deal with bigger and bigger breeds such as strong Labradors and bull dogs.

The player wins each level when he or she can successfully get to the from the park in question, with distances increasing with each level.

Image Source:
http://media.nbcbayarea.com/images/1485*675/dog+walkers.jpg



Streak Club is an arcade/casual game in which the player takes the role of a streaker at a large team sport game event. The player must make their way across the field and success is measured by their ability to avoid all security and pull the best moves for the cameras.

The player has the choice of playing between a man or a woman, who will be appropriately censored to ensure the game reaches the most audiences, and must then go from the bottom of a stand, leap across the barrier and then dodge incoming security guards and stadium staff. The player can also choose which sport they interrupt.

The game would be implemented under mobile with swipes to avoid security guards, while on other platforms the player would have total freedom of movement around the field. They player gets points for lasting the longest, getting captured on cameras the most, and doing so with the most style. Style is earned for pulling tricks to get around guards, for leaps while being captured on camera, etc.

The player aims to get the most points, and can constantly increase their score. The player loses when he or she is caught.

Image Source:
http://i.dailymail.co.uk/i/pix/2016/02/29/02/31AAED7E00000578-0-image-a-5_1456713790270.jpg



The Things We Do is an educational/simulation-esque game in which players are tasked with the seemingly insurmountable task in nature - winning over a mate as a small bird in a rain forest. The game would be suitable for young audiences, and could be based on a tablet as well as PC to reach as many players as possible.

In the game, the player can design their own breed of bird and then design the unique way in which they win over a mate. In forests all around the world, birds have developed extensive and incredibly creative ways to win over mates - which have been developed over thousands of years. You, as the player, can now use your intellect and technology to create one in mere minutes.

The player has freedom over how their bird looks, from colour, design and size, with beak, eyes, tails, feathers and wings all up to the player's control. Further, the player can decide between 4 different ways in which to impress a mate - dance, sound/noise, display in terms of body, or display in terms of an impressive physical display, such as a Bowebird's house made from sticks with decorations such as flowers.

Players can develop their dance through either making a mix of predetermined moves, or by manually moving their bird about and saving the movement in this way. Further, a sound editor with predetermined sounds can be used to mix a noise, or by mimicking other animal noises. The player can use a feature they previously developed in designing their bird as their seduction feature, such as a colourful tail or a very large display of wings, etc. Lastly, the player can use an environment editor to pick out an amazing display of a nest or tree or house, and can use whatever decoration they choose.

The game is technically won when the player makes a display that successfully seduces a mate, but the creativity and learning of other real birds' unique characteristics and tendencies is the real reward.

Image Source:
https://s-media-cache-ak0.pinimg.com/564x/b6/d2/70/b6d270351bbeef2196c043b431459ec7.jpg



Keep Them Watching is a management/simulation/puzzle game where players take the role of a reality TV producer and must think of the best, most whacky, and most explosive dramas to feed to the contestants on the show.

Game play is centered around choosing from a selection of characters, how to influence them, and what to influence them with in order to get the desired outcome. The player would take a view similar to that of the sims, and would have to pay attention to randomly generated individuals with randomly generated characteristics interacting with each other. The player would then have to choose the best options and the best two characters to pit against each other, or cause drama between, and then monitor the audiences response.

The audience's response would be the main measure of success, and the player would get entertainment out of watching small sim like character fighting or causing drama between groups. The player must cause the most popular dramas, and ensure he or she doesn't make the same drama twice. Further, audiences will pick up on when the player is too obvious with his or her influences into the show.

If the player is able to run a popular show for consecutive seasons and ensure audiences continue to watch, the game is won. Similarly, when the player is too obvious or makes several consecutive bad decisions, the game is lost.

Image Source:
http://s.hswstatic.com/gif/sims-1.jpg



Add-Scotch is a mobile puzzle game in which the player must use his fast wits and mathematical skills to hopscotch his or her way to the highest score. The game aims to target casual, more mathematically inclined gamers who wish to kill a minute with some stimulation.

The game takes place over a hopscotch grid where the player will be given numbers which he or she must multiply, add, divide or even square or square root to give the number on the next square, and progress to that square. As the player continues to play, numbers will come faster and problems will become more and more complex as numbers increase. The player must be as quick as they can to get the highest score, measured on distance travelled and response time.

The game would further include social media integration and challenge modes, where players can try to beat their friends scores or compete to be the best out of their friends, or even play their friends head to head.

Image Source:
https://wunderfulhomeschool.files.wordpress.com/2011/05/number_hopscotch.jpg



Winter Winds is a simulation/narrative game in which the players take the role of a Penguin right as the females have laid their eggs, and have left to hunt. The males are left behind to care for their egg all winter, as you wait for your mate to return. Winter Winds is inspired by games such as the Shelter series.

Winter Wind's game play takes place in a variety of weather conditions and the male Penguin you play as must face a variety of challenges in order to over come them. The player is faced with interaction with other penguins, and must huddle, move, and protect his egg as well as he can to raise it to hatching.

The game relies heavily on atmosphere and graphics, and aims to not only show an educational insight into the life of Penguins, but also provide a compelling narrative and ensure the player draws attachment to their egg and their fellow protective fathers.

The player's successful hatching of the egg would be the success condition for the player, while the egg dying or not hatching after all the play's effort would signal defeat.

Image Source:
https://s-media-cache-ak0.pinimg.com/236x/b8/05/df/b805df5c5cf420a925ab10e5eca8d451.jpg



Outcast is a game in which you play as a Syrian refugee who must make the journey from Syria to the shores of a Greek Island and away from the dangers that you leave behind.

Outcast is primarily a narrative focused/experience based first person game with survival and adventure elements, where the player gets to know his or her character through his or her interactions with other refugees and people on the boat that the player character is using to make his or her way to Greece.

The game would feature levels in Syria itself, involving witnessing horrors and seeing family or friends killed, before having the objective of surviving and escaping Syria on a body smugglers boat. Outcast would feature levels, set pieces, objectives in Syria itself, out on the ocean, and then finally at the refugee camp in Greece. The player would have narrative choices as to who to befriend and who to invest into emotionally, without knowledge of how or when they may die; on the voyage, in Syria, or of illness or malnutrition.

The game is won when the player successfully makes his or her way to Greece and is granted asylum somewhere in Europe. Further, the player can be killed and lose in this way. Permadeath could be an option for a more realistic, life or death feel to the game, but might get in the way of narrative elements.

Image Source:
http://cskc.daleel-madani.org/sites/default/files/syria-refugees.jpg




Protect and Serve is a military style first person game in which the player, instead of playing as the war hero, plays as a medic in field hospitals and on the field in the Middle East.

The game aims to reveal the true nature of war as the heroes of war and men and woman behind the action we see in conventional games and movies are reduced to screams and tremendous injuries. The game aims to tell a more realistic narrative, where in each mission, the player is faced with trying to mend and save the lives of marines and military personal that will be introduced in a way that makes them relatable and encourage a relationship between the player and the characters. There would be cool down segments to get to know the characters, set pieces, and a variety of missions in different environments.

Each character will be able to be saved and be able to be killed, based on how the player performs, encouraging a realistic urgency. Further, it adds an element of responsibility for each character within the game, replicating how a real field medic would be responsible for the lives of his or her squad and fellow military personnel.

Image Source:
https://www.army.mil/e2/c/images/2013/04/12/290410/size0.jpg



Ouch is an arcade/casual game in which the player is given a variety of dangerous environments and a variety of dangerous skate boards, bikes, scooters and the player must do their best to hurt themselves in the funniest and most creative ways possible.

The player has urban, suburban, rural and industrial environments to destroy themselves in, and earns points which are added to a total which serves as the players score. The player is given points for the most extensive injuries, distance traveled, style and variation. Obviously, the player character can recover instantly as to ensure the gameplay works.

Further, the player has access to a "Fail Cam" in which he or she can use to record the funniest videos of their best and most stylish or creative injuries which will then be shared to an online gallery, which players can view, favourite, and like the best videos.

Ouch would feature advances physics and comical screams to make sure that the main, and only real gameplay is funny and enjoyable for the player. To avoid the gameplay getting stale, an extensive amount of environments and ridden tools would be provided to the player, and players can alter gravity, wind, and other level influencing factors to make sure they continue to enjoy themselves.

Players can win each stage by meeting point requirements and style requirements, but freeplay and challenge modes would be made available.

Image Source:
https://i.ytimg.com/vi/-LIwbmkbgoM/hqdefault.jpg



A Face In The Crowd is a "walking simulator" game in which the player walks down a bustling city street, however the player is hyper aware of his surrounding, much like the abilities of Sherlock Holmes.

The player is tasked with walking down a variety of streets at a variety of times of day, and must use the simulated hyper awareness in his possession to essentially just notice their surroundings. The game will provide the player with cues as to instances, situations, people and points of interest to look toward, which will lean reveal a narrative or mystery to which the player can take as they like. They may involve societal observations, funny stories, suggestive mysteries, or a story which may be fleshed out at a later level.

The game uses it's graphics, atmosphere and sound design to immerse the player, to depart from typically quiet or empty "walking simulators".

Without much of an aim or winning or losing condition, A Face In The Crowd is more about exploring and investigating the stories that the game has to offer. The objective is what the player makes of it, and can be as little or as much of a game as the player wants.

The underlying narrative will convey undertones of societal observations, and perhaps include heavier tones, but is up to the players interpretation.

Image source:
https://static01.nyt.com/images/2011/11/20/nyregion/20ARTSWE3_SPAN/20ARTSWE3-jumbo.jpg



MDS GDV110 - 'One Game a Day' Assignment

Media Design School's GDV110 students come up with a game idea a day.

daily from 2016-07-19 to 2016-09-09