'Family of 10' is a game played on mobile or pc, set in a busy supermarket, where the player must cram their shopping trolley with any kind of items found in a supermarket, even to the point of towering above its sides! Graphics are similar to a 'Subway Surfer' game, though the player of course has a trolley, and the side walls are supermarket aisles!
The main mechanic of the game is stacking items in the trolley. The camera is positioned just in front of the player, and the shopping cart is a 2D front view. As the player moves down the aisle, items will appear and float to the left or right of the player. These items will hang for a short period of time, after which, if they are not stacked in the trolley, the player loses the game at that point. To stack them, the player can simply tap and drag them into the trolley. Simple 2D collisions and physics are applied to these items.
The secondary mechanic is dodging other shoppers. Sometimes in the path of the player, other shoppers can be seen next to the isles putting items in their trolleys. These will often be in the path of the player, and so must be avoided. The player can simply swipe one direction or the other at the bottom or middle of the screen to move away.
Over time, items will appear faster and faster, and more fellow shoppers will be in the player's way.
Image source J Sainsbury, retrieved 10/08/2016 from http://www.j-sainsbury.co.uk/media/media-toolkit/2011/supermarket-trolley-full-of-food/
Shift is a 3rd person racing game that plays with perspective. The player is on-foot running and jumping between surfaces in a way similar to Mirror's Edge. However, depending on the camera's view, the player can jump on top of a skyscraper in the background in the same way that they can jump onto a park bench in the foreground.
The camera is easily controlled by the player by using the mouse to control its orbit. It does not directly follow the player however, but lags slightly behind as though accelerating towards them. This creates the potential for the perspective jumping effect. As the player makes a perspective jump, of course they have shifted a great distance from the camera. To smoothen any camera movement, a motion blur and a slow start and finish to the movement occurs. Additionally, as a perspective jump would cause a change in character size, the game should predict just after jumping where the player would approximately land, and start shrinking or increasing the player's size accordingly.
The objective of the game in a single-player mode is to beat vehicles far quicker than a regular running speed to a finish point across a city or or even a state, such as a supercar or a jet plane. In a multiplayer mode is it simply to beat other players, as one would expect.
Image source Greg DuBois, retrieved 29/07/2016 from https://www.flickr.com/photos/gregdubois/15551643730/