You play as a character (You can select what you look like, & gender identity) who has been imprisoned and experimented on. You develop the ability to control the weather. Using this, you escape the secret compound and go on the run. Now you must use your quickly developing powers to escape the hunters and find a life of freedom worth living.

Throughout the majority of this game you are still handcuffed. Initially your powers begin with rain & fog. You use this to completely fog up the compound you are imprisoned in, and then escape through a part of your cell wall you had been eroding with the power of water. You then escaped through pipes and tunnels and made a break for it. Unfortunately, the hunters can track you due to your ability- they track unusual weather patterns. Stealth is a huge part of this game, so you need to use your powers sparingly & in small amounts (if you only use the power at a very low level they can't track you)

If they do find you however, you then develop further abilities that can help you. Wind is the one that comes next, and you can use it to knock the guards over/away from you.

As the game progresses, so do your powers. They start to get out of hand, and you become a danger to others. You have the ability to control lightning, tornadoes, hurricanes, and lastly a deadly combination of all of these. Your physical self is becoming an abstract.

Is your freedom worth the price of others lives?

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

Earthzone is a MMORPG.

The year is 2184. The earth has become highly segregated and each nation wars with each other. There are alliances between nations within each. Each nation belongs to a larger inter-continental zone. There's Europe (which has assimilated the current Euro + Russia), Africa (which has assimilated the Middle East), Americas, North Asia, and South Asia (South Asia also includes Australia and New Zealand)

In this game, you play supporting the zone you are from, and cannot change sides, unless you physically move to another country in real life.

Because of this, you need to learn how to work with the Nations in your Zone through forming communications, translating and co operation. Each zone can research and develop it's own weapons and technology in these categories: Weapons Tech, Defence Tech, and Medical Tech. None of the other nations will be able to see what you are developing until you decide to show them. Your Zone may bluff about how developed they are in terms of firepower to dissuade the other Zones from attacking, or perhaps just to boast. The game plays a bit like Risk, and there will be rounds over a period of a month. The Zone with the most land/resources amassed over that time wins. After that point, everything resets to the default and gets rebalanced so that there is equal opportunity at the start.

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Cute pixely mobile game. In it, you play as Ralph. You're one of many hired fairies. Your job in this game is to assign different kinds of dreams to different kinds of people. Your jurisdiction is a small suburban town. There will be a top-down view of each house, with tabs on each person in it describing the worst thing they've done that day and the best. You need to decide if they deserve to have a nice dream, a funny dream, a bad dream, or a terrible nightmare.

You only have a limited amount to give for each type of dream, so for example if you incorrectly assign too many good dreams and funny dreams to people and a really nice person shows up, you still have to assign them either a bad dream or a nightmare! And vice versa, so you need to be sparing. Sometimes you will be forced to decide to give a bad dream to someone who hasn't done anything particularly bad that day either. There is a cycle of a week in which you may remember things that person has done previously that were particularly good/bad and you can choose to assign them only good/bad dreams from that point onwards.

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In this game, you play as an explorer. You travel to vastly different worlds using ancient portals. Each world has vastly different life to it- different plant life and different animal species. As an explorer, you task is to study these. When it comes to plants, you need sketch them, note down where they grows, what conditions they like, and then give it a name. With animals, you need to also sketch them, note their dietary habits (carnivore or herbivore) and social behaviours. The more detailed the account, the more your home base will pay for the information, the more credits you earn.

There is one twist though, each planet has a time limit you can study it, because the portals are only active for a day before it will close forever. There is no way to escape the planet if you do not get to the portal in time. The longer the streak you can maintain, the more credits you earn. (probably using a multiplier of 1.2)

If you do get stuck on a planet, it's game over... for that character. You can create a new character who starts at the beginning.

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Waiting at a bus stop, you desperately need to let one rip. But there are many other people at this bus stop, a crowd, one could say. Now, you don't want to be rude, but you also don't want to explode. So here's the solution: softly let it go in stages.

In this game, you have a pressure meter. You need to make sure it doesn't reach maximum or you will explode, but you must manage the meter carefully. If you empty the meter too much, you will release a huge fart, which is also a huge social faux pas. The other people at the bus stop will hear it, smell it, and judge you and you lose the game.

There will also be additional times to release bigger gas, for example, if a bus goes past, (so no one hears it) or if a garbage man walks past (so no one smells it - or at least assumes it's the rubbish) or the holy grail of opportunities - a garbage truck! you can really release a lot of pressure with that around, no worries.

You win the game when you've managed not to explode and your bus has arrived.

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in this game, you play as a helicopter pilot in a war zone. You need to pick up/drop off people and supplies. You will have a schedule for the day that you need to manage, plus taking into account extra emergency call outs. Through your schedule you need to work out the most efficient routes for travel and working out which missions are higher priority. In later stages, managing the priority of missions is of utmost importance. Some emergency call outs will have much higher rewards than your scheduled missions, so picking that instead can have more benefits than sticking with your schedule. You gain points for successfully timed drop offs and pick ups. If you are late for a mission, you do not get any extra rewards. If you miss a mission entirely, your team morale goes down. If team morale gets too low, there is more of a chance of injury/death in the team, which then leads to more emergency missions that can interrupt your schedule flow.

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Animal Stackers is a mobile game specifically designed for use on the bus or train. In this game, you choose which mode of transport you are on, and then choose a style of animal to stack. It then simulates a progressive number of those animals being stacked but you must hold the mobile as still as possible to get the highest stack or it is game over! This game uses the gyros/locator in your phone in order to simulate your mode of transport. You must then try to counterweight in order to keep the animal stack as stable as possible. There will be high score recordings. The animals will also progressively get smaller, thus harder to stack as safely and securely. There will be extra mods for the car as well, but cars are much smoother rides so it would be adjusted to be more sensitive accordingly.

This game would be in a cute cartoony style. It could also be used to keep children quiet on transport and give them something to concentrate on.

I believe the source image is from a new series called 'We Bare Bears'

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Testris is tetris with added levels of complexity and dimension. In regular tetris, the pieces fall down the screen and you must rotate them to fit together. In Testris, the pieces come out from each side of the screen. You must rotate these two pieces to fit well together before it moves downward and becomes like regular tetris. As the levels progress, they will speed up. After a little while, the screen will extend up slightly and there will then be 2 shapes from each side to combine. You can choose to either make 2 shapes or combine them together to make one big shape that then travels down (if you choose to make a big shape, and any part of that shape matches up, you get 2x bonus points.)

Again as you progress, the shapes to the side will increase and the screen will get longer to compensate (so it's not TOO crazy...) so if you choose to create a row BEFORE it heads down to the bottom you get 10 x points if it matches up before it heads down. High risk high reward.

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Online cookie clicker game where you form a group to battle against other groups. Each person has a different role to do. There will be the baker, the manager, and the treasurer. Before the game starts you will choose a time limit (could be minutes, hours, or even days) and then your opponents (could be a group you know who you can search for, or a random online group ranked in a similar level to you.)The game will start off with the baker only for 5 minutes. In that time, the baker will need to bake as many cookies as possible, this will just be clicks + hiring additional bakers. (Later down the track they will be research & development of different kinds of cookies to determine which are the best sellers) After that initial 5 minutes, the manager comes in and starts the selling process and you begin to make money. The manager can buy things to make the baking faster, like bigger ovens to help mass produce the cookies. After that 5 minutes, the treasurer comes into play, and manages the money that's come in to maximise profits.

The winner is the group that has the most money by the end, not the most cookies sold, so it's more about effective management of funds than product. Throughout the whole process you will only know how many cookies the other team has made, not how much money they have made.

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Experimon is a in which you design & create mutant monster specimens in a lab and then sell them to the masses to create a business.

there will be 3 categories to focus on:

-companion: Many customers will essentially want pets. You must choose traits of gentle, caring creatures to combine together to make suitable companions. They also must look pleasant and cute, preferably as fluffy as possible.

-service: Some customers will also want a service monster that can complete tasks like cleaning, cooking, and fetching. These monsters will need to be intelligent and agile. Their body shape may need to be more humanoid to suit the environments they will be working in, and will need things like opposing thumbs to work whatever equipment is required. Some of these monsters would also be designed for people with disabilities.

-battle: These are a rarer order, and a more controversial one. The personalities needed for this would be monsters that are more aggressive but loyal. They would need features like sharp teeth and claws, plus powerful muscles.

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Learn For The Elderly is a game designed for some members of the older generation whom don't know how to use computers. It would teach them how to type, basic desktop tools, navigating files, opening and sending emails, and browsing the web. This would be all contained within it's own program, enlarged especially for poor eyesight, and with clear language that explains computer jargon. This game would contain levels of difficulty, with mini games in each section (star ratings depending on accuracy & time completed) so that the user could replay to try to best their scores. As an example, one of the games would be a point and click adventure which would teach the user how to operate the mouse.

Basically this program could be used for those who are too nervous to actually use the computer itself yet incase they 'mess it up'. Once they gain enough confidence, they could move on to use computers regularly.

The graphics would be simple and clear, with emphasis on easily identifiable icons that are identical to the icons of the actual programs. You would be able to choose which system you played on - PC or Mac, so that the controls and information would correlate correctly.

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Day In The Life is a point and click adventure game in which you can choose to play as one of 5 characters. They are just regular looking 20-something year olds. These characters throughout each playthrough will also appear as the day progresses and you can choose in what way you want to interact with them. Each character has a separate story to play, which intersects with all the others. Which choices you make will influence the choices they make later in the game and thus can have almost infinite stories to be told.

Day in the Life starts... well, reasonably mundane. As you go about your life making important decisions like whether to have coffee or tea in the morning or whether to take the bus to work or walk, strange occurrences start to happen once you bump into the first of the 4 other characters. It seems that meeting and interacting with them rips up the fabric of space and time, and you must figure out how to fix it before the day ends. It is very unlikely that the player will be able to fix it first try, so it is a trial and error game in which you must play all 5 characters to figure out the most efficient way to save reality itself.

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This is a 2D puzzle top-down that would be available on iOS and android phones. Not only a puzzle game, but also an endless runner-type puzzle game. The main character is running in the centre bottom of the screen and you move the environment side to side by swiping your finger across the screen. Obstacles show up as you go and you must move the environment in order to dodge them. These obstacles get more complicated as time goes by, and you can also get trapped by them, in which case you would have a special move you have to time perfectly to break through/jump over it. As the levels progress it moves faster, gathers more items and complicated paths to go down. The style of art would be simple low poly with complimentary colours and the music would be fast paced (increasing in speed as you progress), electronic & cute.


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Golem is a 3D puzzle platformer where instead of controlling the main character, you control a giant golem which manipulates the environment around it to allow what appears to be the main character to progress. The main character would in fact be an AI.

There would be a few functions to perform to help the AI progress - The AI can only walk forward, thus you need to create pathways for it. For example, there could be a cliff that it's run into. To help it along, you would grab a big rock from another part of the map and place it inbetween the two cliffs to create a bridge. You are not however, allowed to touch the AI, you must use the environment around you to create paths.

There would be 3 environments - a rocky desert, a jungle, and ice caves. Each environment has a different golem used to help out the AI. Each has their own unique skill set. The desert golem uses rocks, the jungle one uses vines, and the ice caves one uses ice.

As the levels progress, the puzzles get harder and you must be quick about your placements!


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This is a mobile app where you play as a dermatologist. Your role is to pop people's whiteheads, extract their blackheads, and as the levels progress, to then extract larger skin problems like cysts.

To play the game, the patient will show you their problem area (Usually their face) and you must pinch your fingers together on that area to slowly extract the pimple. The smoother you press the more efficient and clean the removal. If you move too fast, the pimples will simply pop and the patient will not be happy. If you go too slow however, the contents will not all come out cleanly and may break up making it harder to get out and therefore taking longer to get it out. The sessions are also timed, and if you do not get rid of all their problem areas by the time the counter runs out then they will not be satisfied.

The aim is to be fast, but clean, and gentle.

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The aim of the game is to make money - And lots of it! And to spend money - And lots of it!

This is a game where you follow the journey of Bob Cash. Bob Cash has just started a new business. He began his life in the trailer park, so he has humble roots. You help him to scrounge and scrimp and save, making tight economical decisions on his products, long nights hard at work. Eventually, his business is beginning to pick up! Now you need to know how to relegate this work to others below him. With each stage of success, eventually it gets to his head. Now you have to spend each day sitting around at his big desk, drinking wine, and firing people.

After this stage, he sells his business for $100 million dollars! NOW your goal is to spend it all on the most ridiculous things in the fastest time possible. The more ridiculous the purchases the more points you earn.

After each game, your points are divided up into early-stage, mid-stage, end-stage. In the early stage, you had to earn points by being as sensible as possible. In the mid-stage you earn points by being as lazy as possible, and in the end stage you earn points by spending as much money as possible on stupid things.

Each stage is scored out of 20.

Over all scores are ranked as such:

0 - 20 - fail

20 - 40 - pass

40 - 60 - WINNER! congrats, you are now 'nouveau riche' king.


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This game is similar to an endless runner but is in fact, an endless fall. As such, this is a very fast paced game for some sections, but you can enter into slow-mo or pause the fall and hang eerily in the air as you look at your surroundings. The year is 2095. You are falling down an endless chute that's made from all kinds of environments. Industrial, commercial and residential sections fly past as you fall. You can intermittently pause time to look at the surroundings, at the people as they work on machines, or play with their children, or sell gadgets. You fall so fast that none of them see you as you fly by. When you pause the character to look at what's going on around you, you can move the view around as well. After a certain amount of time you then have to un-pause. There are plenty of obstacles around you to accidentally hit and game over.

Secretly, this isn't actually endless, but is in fact, just a very long fall. If you manage to reach the end (which is very difficult and takes a long time) you would fall out the bottom of the chute into the sky and launch your bionic wings, and fly into the sunset.

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Fall is a game where you play as leaves falling from a tree in autumn. This is designed to be a relaxation game, there are no points or time limits. In each section you play as an individual leaf as it falls, and you want to try to stay dancing in the air for as long as possible. The ways in which to do this are to catch onto air currents, or to launch off of other falling leaves nearby. As you play the tree progressively gets more and more bare and it slowly turns into winter, when at last all the leaves have fallen. The leaves all have vastly different shapes and sizes which affect the way they fall and the speed in which they fall too. If a leaf is large, it will fall much slower over all and be more affected by the wind, etc. Smaller leaves will be easier to launch off of the larger leaves. This game will have a simple aesthetic, with nice calming music. This game is inspired by Flower.


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This is a web game which is a colourful puzzle game. This game is stylised, colourful, and difficult. You need to figure out which parts of the glitchy look in the game are things you can interact with, or are just superficial. As the game goes on, it gets harder and harder to discern this.

As the game starts, you are given a screen with a picture on it and you move a cube around and push against rows of the 'glitches' to line up and fix the picture. It starts out that all 'glitches' can be interacted with, and the cube you control is easy to see. As you progress, the pictures get harder, and eventually turn into a gif that you need to fix as well. The music in the game also begins to glitch out. The game continues until you can't tell what anything is anymore and the entire game 'glitches' out.

You are then shown the entirety of the 'gif' video, glitch free. It's of a young woman, who thanks you for 'fixing' her. She then walks out of the frame and the game ends.


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This is a game where you look after and manage homing pigeons. You start off with a set of 5 pigeons, with low priority messages that are to be delivered relatively close by. You have a small loft for them which you can expand as you progress in the game.

When you are given messages to be delivered, you need to figure out how urgent it is, and which pigeon to use. Different pigeons have different stats, some are more reliable, some can travel further. As you deliver messages successfully your reputation increases and as such so does your funding. At this point, you can expand your loft and buy more pigeons. You can either buy many more pigeons that have lower stats or buy less pigeons that have higher stats. The better the pigeon, the more efficient they are and the further they can travel too. There is a small chance of hawks or hunters killing your pigeons too. The better class of pigeon the less likely they will be killed. You have won the game once you have delivered all the messages and your loft is complete and at full capacity.


img src: http://www.juxtapoz.com/current/drawings-by-lyvia-alexandra

This is an infinite runner type game where you need to be really dextrous and well timed. It would be a mobile game. Instead of a runner, it's a long swampy river and you go down it in a canoe. You need to collect fishing nets (that you had placed earlier) as you go down the river, avoiding the large roots that show up on either side of the river bank. Instead of tapping once to switch lanes, you must tap in the direction you want to go multiple times so you simulate rowing in that direction. As you are in a canoe, you cannot jump. Instead, there are vines hanging low that you must duck to avoid. The scoring system is not based on time but 10 points per every obstacle passed. Every now and then, there will be a waterfall! While you hurtle down this waterfall you must also avoid the rocks jutting out. When you reach the bottom of the waterfall you have to tip your phone to balance your canoe again and continue down the river.

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MDS GDV110 - 'One Game a Day' Assignment

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

daily from 2015-07-21 to 2015-09-11