Streak Club is a place for hosting and participating in creative streaks.
This game is a plane crash simulator that physically fabricates plane crash scenarios with different causes. The gameplay is first person and follows random travelers on their flight home moments before the plane turns to turmoil. The player may undergo hijacking, the plane falling apart, or even the plane flying over a military base, all scenarios are random and immersive. There are many objects such as fire extinguishers, plates, and guns to assist the player, though every visible object is usable in some form. Objects are able to be thrown or used in such melee combat or to jam doors etc. As the time runs out before the crash, the plane starts descending, so the gameplay begins to change as the player not only fights their survival but the new force of gravity that pulls them as they move across the plane.
Gameplay is inspired by the COD 4 bonus mission where you pace a plane before neutralizing enemy threats. Upon succession the player may parachute to safety, or steer the plane for a rough landing, options are endless.
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The end is an arena style game influenced by Garry's Mod. The game takes place in custom maps that may be designed by the player, the game works as if it were a game engine, allowing players to frequently and and remove items at will. The purpose of the game is to destroy the other player, but the way to do this is to generate objects such as tanks, catapults, cones, and cars etc and attempt to use them somehow in order to take out their target. The players could create car bombs, or catapults that fire houses, just total nonsense and mayhem combined with life-like physics. The players go at it but are only allowed a certain distance from eachother as if they get too close they both instantly die, this mechanic is used to keep both players at range and encourage smarter attacks from afar, utilizing weaponry such as catapults and guns.
The player cannot personally use a weapon like a sword or shotgun, they must use larger projectile like weapons to fire objects that would not normally be used as ammo. The players both have an object cap of 20 items per player on screen, so they must remove some objects in order to gain some different types.
The game reflects that behind all gaming objectives, and achievements lies the simple pleasure in creating absurd destruction as it is completely unrealistic, and that this game may help some players enjoy that simple fact.
In this endless runner, the player plays a man who has mysteriously caught ablaze and continues to run in humorous suffering as he attempts to run fast enough to put the flames out. The player may pick up items such as water to cool off the fire, or may run into more fire which merely strengthens the fire that burns him. The fire slows him down so as he gradually advances through the map, he begins to run slightly faster. If the player does encounter fire, the fire will slow his speed down and advance the chances of him losing the game. There is a meter in the HUD that measures how close the player is to death as he does not die by crashing into rocks or blockers, but when he is engulfed fully by the flames.
The player may pickup rare drops that are painkillers which boost the adrenaline of the player which makes his movement faster and extinguishes a partial amount of the flames, this also means he is immune to any additional fire damage from flames for this effect's duration.
http://rebelyogi.com/wp-content/uploads/2013/09/man-on-fire8-running-image.jpg
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This endless sidescroller game involves tapping or clicking the screen in order to create platforms for the player to bounce off. The player is constantly tumbling through the air in a barrel roll, by clicking or drawing lines with the players mouse or finger (touchscreen eg) android/smartphone) to create fabricated forms that act as a trampoline to project the player. The aim is to stop the player from falling off the bottom of the screen, similar to Flappywings or Helicopter. There is a key to timing the clicking/tapping, and different angles project the player into a different roll. If the player lands head first on the platform they immediately fall through and towards the bottom of the screen. There is a recharge/timer to each 'trampoline' created, so the player is banned from spamming endless trampolines to prevent losing.
The art is pixel style, relatively plain but memorable so the art does not distract the player too much from the game itself. The focus of the game is on simple, endless time wasting in a fun expression. The player may unlock different outfits and background colors for beating certain distances, this is reflective of the simple art style as giving subtle components away in different fashions speaks louder than over the top, dramatic rewards.
This image reflects the art of Hurdle, flat colors and limited color pallets.
In this single-player journey, the player plays as a formless spirit that wanders the game-world in pilgrimage. The story unfolds as the player progressives and serves minimal dialogue, with contentious surroundings that encourage the player to fabricate their own idealization of the game's "story". The player encounters traps, and jumps, which serve as the main factors of dungeons and gauntlets the player comes across. Being a formless spirit, the player has an ability to manipulate light objects around them, preferably fabric. The spirit may use fabrics to wrap around them-self and bind themselves to ceilings to create swings, etc. The player may also attack creating a spinning, tornado like slash attack on enemies and objects by spiraling through the air with different materials and objects.
The setting is among high mountains in a rich and saturated valley, surrounding by a suspicious, and enigmatic fog that the player unveils more of as they progress. Upon unlocking different dungeon rewards, the player may equip special cloaks that have material to stretch and be manipulated at free will, obviously the larger cloth/gown the better as there is more fabric to manipulate.
The player them-self physically resemble a very opaque mist in the form of a nomad, that shifts and hovers during idle animation. The player/spirit makes noises upon reaction to their surroundings, the noises being somewhat in-between whistle melodies and chords strummed on a harp (this reflects gentle harmony and peace).
In this prehistoric adventure game, players form alliances with other online players to construct fortresses to separate the forest and the dinosaurs within it. The players objective is to reconstruct civilization within the constant attacks from lethal dinosaurs and rival tribes, using elements from games such as The Forest and Far Cry- players will harvest resources by chopping down trees, and hunting animals for pelts to create new items and barricades. Once fortifications are complete, the player may play in strategic third person mode like games such as Total War and Age of Empires, in order to engage in epic battles against other online players in their sections of the shared open, online world.
The game is online only, so players must play on shared servers in order to add to the immersion of the open world. This makes players come across each-other while stumbling through the forests as they encounter dinosaurs and other tribes. The crafting system is an important element of gameplay, and each new game generates a brand new map that combines to another players world, so the world is evergrowing and exciting.
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The game is based on Pong. The aim of the game is to smash a bomb back and forth across a large map. The floor is bouncy similar to a trampoline, and propels the players into the air in order to hit the bomb as it flies overhead. The bomb idea is taken from Rocket League, but is different as it is not based off of football itself, but full map ping pong using the player's body and a large bat. The theme is futuristic in a floating arena surrounded by crowds of thousands, the style is gladiator like so the player may attempt to blow up the other player or strike them down mid air. The player must come in contact with the bomb on their bat, and swing at precise timing in order to hit the bomb appropriately.
The game may allow up to 6 players, but 1 v 1 gameplay is encouraged. There are different maps that change as the game progresses, constantly changing form as the ground adjusts to different heights to provide additional challenge and also vantage points to hit from.
Here is an example photo taken from rocket league to reflect the physicality of the game's arena like map.
http://www.thegamescabin.com/wp-content/uploads/2015/05/rocket-league.jpg
In this interactive meditation-Esq adventure, the player controls one of the most epic organisms of all, Earth (or something similar to that of Earth). The Earth in this game is characterized by the player's decisions, as the player has the opportunity to cause earthquakes, volcanic eruptions, and so on. Each decision impacts the future structure of the planet such as population, core stability, and things such as global warming. The player also has abilities that may be perceived beyond the human eye, such as devouring other planets and communicating with to us what we would consider non existent conscious beings/entities.
The game's purpose is to explore the Earth or other planets the player may play as after unlocking, and explore the actual existence of planets, to refresh our current opinion on what we consider home and view our universal existence as something beyond ourselves in our present moment.
I find it frustrating how people have become caught up in the social and political factors in everyday life rather than coming together in peace, and focusing our intentions towards space exploration and searching for universal co-existence. This game would serve as an awakening for some people, and others just a chill, relaxing play-through of something outside what we consider normal. It is not so much a game but an experience, as we live on something mightier than any organism that inhabits it, yet we consider it conscious-less and continue to crush it carelessly as if we are above it.
https://mybigfatgreenblog.files.wordpress.com/2011/08/earth.jpg
This arena game holds up to 8 players, and players assume the roles of weapons rather than actual player entities. The player controls swords, axes, all melee style weapons in order to attack the other players. But there is one problem, the weapons are attached to human like players themselves, only that the the humans are rag-dolls and fling around relentlessly as the player attempts to swing or pierce through the air. The gameplay is designed to be fun and innovative, elaborating on the pure joy of absurdity, similar to the game GANG BEASTS as the struggle of doing such simple things actually becomes quite entertaining and overall quite funny.
Attacking other players becomes quite a challenge, and alot of kills would occur almost as pure luck out of flinging a sword and ragdoll across the map and it happens to bounce around into another player. The weight of the ragdoll adds another factor of physics to the weapon as it weighs the blade down on different angles as the player attacks and swings in different directions. The player has no control of the ragdoll whatsoever.
There was no image expressing my idea so i did a quick speed-paint to visualize the idea for the reader.
The player is an apprentice magician working in a steampunk version of Germany during the 1940s, where technology has advanced rapidly after the end of WWII. The world is in alienated turmoil as each country abandoned alliances and segregated themselves from the rest of the world. With talk of America invading the Germans are reckless after such a defeat during WWII, they are worried for the future of their nation. The player discovers his master magician's secrets of using modern technology to fabricate his magic tricks and uncovers a work-in-progress time machine. The player curiously uses the machine with unknown intentions and is transported far far into the past.
The story unfolds over different segments through time, as the player mistakenly interrupts the space time continuum and warps to different periods in time in hope of both getting home, and fixing their butterfly effect like mistakes. The theme would follow a slightly dark and stylized atmosphere of expressive characters and eerie surroundings, similar to the art style of the Bioshock series.
Here is an artwork that expresses the secluded and surrounded areas of the game, and the dark and expressive art style. The game is a first person adventure game, with shooter and dark thriller elements.
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A fatal outbreak causes civilians to become infected with a fatal virus that turns people hyper-aggressive towards each other as the remainders fight one another off in search of a cure. The virus causes people to become aggressive, and amnesia-like as their memories completely wipe and they mistake themselves for being higher beings who view other earthlings as inferior invaders.
You play as a governmental service member who is dropped in via helicopter and begins a quarantine zone. The player works with other players in multiplayer lobbies to complete the campaign missions of containing the crowds, organizing a quarantine zone, and eventually killing off many infected members as they begin attacks on their own world.
The game is a singleplayer, first person thriller, that provides endless entertainment in a seemingly eerie and dense environment. The frequent contrast of clueless civilians and enraged infected creates tension in these tight environments and constructs the enigmatic world of OUTBREAK.
The player will have supply drops where they find ammo and guns, only able to reload empty clips by finding these crates. The player can upgrade their suit and eventually if they become infected, they may play the opposing side and try and defeat the quarantine service members and wreck havoc in the world.
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In this non dialogue, singleplayer story the player controls a woods creature with the ability of fire. The being the player controls is the first to be granted this special power, and (in this world) the first being to witness fire itself. The game serves as an experimental point of view on how destruction is a form of creation, and how fire really would change the way of life that existed before the special ability existed. The player begins the journey in a passive, peaceful environment deep within woods of some world, where all beings live in harmony and cooperation. But the power is granted by a greater entity, and dependent on whether the player harnesses the power for creative reason, the world slowly turns to turmoil as the player is consumed by the power they control.
As the power begins to control the player them self, the being transcends into the form of something far greater than a physical entity and becoming one with the power itself. Gameplay involves shooting flame clusters, propelling the player into a short flight mode duration by firing fire downwards, and firewhips/firebombs. There is never a clear objective as the game does not have a HUD, this is to reinforce the pure focus on the players own decisions, and to encourage thought and careful attention to each move.
The game explores the evolution of beings under influence of a greater power, based off man's discovery of fire and how it began the basis of our evolution from apes.
The Escape is a third person strategy game that simulates prison escapes. The player can play multiplayer cooperation as each player assumes the role of an inmate that works together to create different escape routes out of the high security prison. The prisons are randomly generated so each escape is non-repetitive. NPCs such as prison guard respond to environments such as guard offices, cells, and loose inmates in different ways, which keeps the gameplay new and exciting. The escapes will be coming harder if the player chooses to harm guards or officials, spawning things such as helicopters and cautious snipers in the map to prevent them from escaping. If the players are more discreet and subtle about their escape, the prison guards remain non-alert and passive.
After each escape the player unlocks tool locations and keys that will assist in their next escapes, making escapes easy to master when a player is of a high level, before the maps change to higher security prison environments such as isolation chambers and asylums. This is to create newer and harder gameplay options for players of high levels so they do not end their gameplay so soon.
Items may consist of shanks, keys, paint, chisels, spades, flashlights, bandannas, all kinds of relatively basic yet useful items.
This first person shooter game takes place in the world of the internet. A frantic and deranged loner is sucked into the world of his internet, and faces the now physical challenge of deleting his history. The dark and sometimes perverted entities that exist in his history come to life and he ventures the internet in search of total annihilation before the FBI scan his history. Illegal downloads, dodgy porn sites, and even funny cat videos all come to life and are characterized into living enities that rush towards the player in a pixelated environment that forms as the player runs across it.
The player has guns that do damage in stylized reflections of a computer, eg) 'The Point & Click' - a gun that fires an array of mouse cursors that stun the enemy and temporarily slow them as the cursors push them back. Another gun is 'The Recycler' - a laser with a long reload time and small ammo clip but completely wipes enemies in one shot, as it sends enemies to a recycle bin that vanishes forever.
The FBI are onto the player as the player takes on the role of a semi anti-hero, he is a lone and deranged individual with hacking technology beyond the modern world. The player uses a sort of 'Animus' like machine (from Assassins Creed) to delve into the world of his internet and take on the cyber demons of his mind. The game takes a look at self-reflection and puts the player in the role of someone completely different to themselves, this would provide a different type of playstyle, almost in the same sense as games such as Postal.
As this theme is quite deranged and has the potential to explore darker ideas and settings, I'd love for enemies and environments to be based off characters from the DOOM franchise. Doom mixes the elements of horror and first person shooter/action to compliment the games and really push the boundaries as to what is actually plausible in a game.
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This stealth game consists of the single player controlling a small, non-agressive rabbit who uses cunning and wits to escape the predators that roam the valley. The idea is based off the animated film 'Watership Down' where a clan of hares are forced to flea their home after a vision reflects their impending doom. The introduction of the film has an intense, fast paced segment in a seemingly tribal art style, this is the art style I would like for the game as the awkward proportions provide accurate visual reflection of the dangerous situations, and the consistently present feeling of tension and suspense.
The player must dig burrows to escape the valley and reach a new environment beyond, that is safe from predators such as wolves, bears, and owls. If the player is caught, they instantly die as they have no extra lives, or any chance of fighting back against these predators. The burrows take time to dig and may be dug in preparation for a daring escape so the player may move between burrow to burrow before the actual predators arrive. Predators may arrive on random however, but a lot come out at night (similar to the minecraft mechanic of allowing the player to build shelter in the day, and retreat in the night when creatures come)
https://backtothevalley.files.wordpress.com/2008/08/watership_down.jpg
This game is an interactive adventure that encourages the player to discover, and seek natural joy from the simple act of walking around and observing the game environment. Games that nail this concept are Journey, and Limbo. Both do not involve combat of any kind, which is different to games today as most are too caught up in pleasing the general basis of customers than exploring creative ways to produce new gameplay that independent developers seem to do so well.
The game follows a bird like creature who flies throughout a huge skyline filled with other flying creatures and puzzles. The aim is to explore flying ruins in the sky, except the objects have gravity of their own as the space that the player flies around in outside of these areas is actually similar to deep space itself as they merely glide through the free space. This idea is reflective of the idea of space travel between planets, only expressed in a different and more familiar way (such as the simple wonder of flying as a bird, a feat man will never physically accomplish).
Inside the flying ruins, the player must explore to unlock new areas and relics that boost stamina so the player may fly for a longer time without draining and eventually falling from the sky as they can't make it to the next ruin. There are objects in the sky that allow recharge of the player's flight however as the goal is to generally never lose a life in the playthrough. Upon each loss of life, the player is sent back to the stage they were at prior, this is again to reenforce the easy going nature on the player as this is meant to be more of a gentle playstyle game.
The colors are saturated and vibrant, the sky will be the most beautiful part of the game asides from the immense details in the player character itself as alot of time will be put into the flight animations and 3D model to represent a physical display of elegance itself.
Here is an image representing the idea behind the player's bird/alien creature
This game is stylised in a early 2000s, low poly fashion similar to games like Jak n Daxter, and Ratchet & Clank. The game is a light hearted, steampunk fantasy RPG that idealises cartoon like aesthetic and basic, non stressful gameplay. The game is designed to be a relatively easy game that can be picked up by players of all ages, set with the pure intention to capture whatever player in a world they may escape to. The setting is futuristic with flying mobiles and huge zeppelins roaming the sky, interlocking monorails fill the city between slums and tall skyscrapers. Every visible area in the game is reachable, no doors remain permanently locked, every visible structure has a purpose. The player is given a primal mission and from there on they are set to free roam, taking on multiple quests to help NPCs in distress or unlock new gear. The player plays as a warrior from a foreign planet, who crash lands near the city with no memory. The player must piece together their past and objectives by completing the missions present.
The aim of the game is to experience the fullness of the densely populated environment, and take away a feeling of discovery from each playthrough. The game mechanics involve shooting, sword combat, and double jumps. Player armor unlocks various upgrades to the player's skill such as improving the height of the double jump, or speed of sword combat etc.
Enemies involve the city guards, big corporations, and criminals that roam the city.
Here is an image from Ratchet & Clank representing the in game aesthetics
http://i.ytimg.com/vi/XGmM9fTvRiI/maxresdefault.jpg
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