Streak Club is a place for hosting and participating in creative streaks.
This game is a multiplayer or single player real time strategy game that takes place in a skyworld where players spawn on two floating islands. The game would be for PC, and uses a 2D top down view.
The players are split into two teams, where the aim of the game is to get to the enemy base and destroy their spawn point, however, since the islands are far apart, you need to gather resources and make your way to the enemy base to attack. You gather resources by mining surrounding, smaller platforms that contain valuable resources and sometimes special items that can make taking out your enemies easier, like binoculars for example to scope out the map and see the enemies defenses.
If you or your team decides they want to be more defensive, they can spend their resources building a better defense for their platform, protecting vulnerable angles, making it harder to be attacked. Or you could try your hand at exploring and claiming the surrounding areas to gain more cover over the map.
The game would have fog of war, making it important to set up watchtowers or having scouts covering the map, as even if the area is already scouted, unless there is a building or a player nearby, that area of the map is not updated. This means all players will only see the last known image of what that area used to look like. This allows for more tense gameplay, as you really won't know what the enemy is doing until you come across one.
The game would have mostly ranged combat, other than a one hit melee attack. The weapon list would consist mostly of bows, crossbows and catapults that can be set up on the surrounding platforms.
http://btgarts.deviantart.com/art/The-Floating-Islands-498272645
This game's core mechanic is the use of mirrors to solve puzzles. In this first person game, a player finds themselves in a testing facility, where large, human sizes mirrors are laid throughout the world. Some mirrors are static and can't move, and some are moveable. The player will need to use the mirrors to move objects throughout the level. The key objects that are used to progress through the level. If a key object is reflected into a mirror, even if the mirror is moved, that object stays in the same position on the mirror, allowing the player to move objects in a unique way, even if they were unable to move them to the said location by hand. The player can also move and lift the object while looking at the mirror, with the object staying at the same size on the mirror. The player will have to use these keys to open doors the next level.
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Driving home from work, you glance over the car in front of you. Cars, as far as the eye can see, all moving slowly, if at all, everyone stuck in stop and go traffic. With no end in sight, all you can do is stay in your own space, following the slow moving traffic as best you can. However, with other drivers on the road with you, you're not safe. There will be people trying to cut in front of you at any opportunity they can get, and you have to stay your ground, or else you will lose crucial seconds on your ride home. Let too many people cut in front of you and you'll miss your favourite tv show, meaning you've lost the game. Also, since you're in tight traffic, there are cars hugging your rear, not letting up at all. If you don't react to the car ahead of you fast enough, you might get hit, causing you to also lose the game.
The game will be for mobile platforms, and will be based around a single tap movement. The player sees a top down view of their car in traffic, if they see the car ahead of them move, they need to tap on the screen to give the car acceleration. A quick tap will give a small push, but too low and the car behind them may hit them. Also, leaving a large enough space might let people push ahead of you, losing precious time. A longer press gives a stronger boost, however, too strong and you might hit the car ahead of you. This means the game will have simple controls, making it easy to pick up.
Retrieved from: http://c8.alamy.com/comp/AXRGAC/top-down-view-of-rush-hour-traffic-in-central-hong-kong-AXRGAC.jpg
The main character of this game is a young child who is afraid of going to sleep. While passing around scary stories, a friend speaks about someone that went missing after having the same nightmare night after night for ten days. He shrugs this story off initially, until the nightmares started… Is this happening to me?
This game takes place over ten nights, all with a similar repeating nightmare, taking place in the child's own room. As the player, you have to experience the full nightmare, learning about what happens, what goes wrong, and what you might be able to do to kill what's causing it. As you begin to meddle with the dream, whatever's controlling the nightmare begins to alter it slightly, causing it to become worse as the nights go by. The player will have to manipulate objects and solve puzzles inside the nightmare version of their own house, and even shape their room outside of the dream to prepare. The game will be played in first person to give the most immersion and could be played with a Virtual Reality headset.
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This game requires at least two players, and can have a maximum of five, and is preferably played with an HTC Vive. This game is an asymmetrical base defense game, where the group of players are split into the ground team and then the remaining player will play in HQ, giving Intel and providing support from a distance.
Set in a war torn apocalyptic near future, the group of ground players are held up in a small base, with entrances on all sides and is exposed to the sky. The players are fighting hordes of humans win weapons and zombie like monsters, amassing in large hordes. Playing in first person, the players know that a wave of enemies is coming soon, so there will be a prephase, where players can set up defenses and move furniture and objects around to give them any advantage they can get, similar to a tower defense game, where players can set up traps and obstacles to guide the enemies where they want them.
The player in HQ will see the base and the ground team in a tabletop hologram life feed of the situation. The player can set up visual guides, aiding the team in where to place objects and traps. They can also spot enemies, giving warning to the ground team of where to protect the most. They can also send in ammunition, building materials, and other aid to the ground team. In the attack phase, HQ can also take control of the drone, sending in precision missile strikes and artillery fire to protect the team.
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EXPRESS CLEANING
In this game, you play as a hired maid who needs to clean a house. The game is segmented into different levels, different houses being different levels. The player can choose the difficulty for each level, and gets rewarded for completing specific tasks relating to the level.
Each level will be under the same time limit, as the cleaning company has a specific time requirement for their workers to complete each job by. This means the player will only have five minutes to clean a whole house, and by the end of the time limit, the house is scored, and has to meet a certain percentage of cleanliness to be considered 'clean'.
The game is played through a first person perspective, and can be played with an HTC Vive headset and motion controllers, as the player has to move around and rearrange furniture and items to clean the house. The player will have multiple things on their back, allowing them to easily access a rubbish bin, vacuum, laundry bag and mop as they're all located on the player's back.
The player has to walk around the house to identify all of the mess in the planning phase, then starts the time and clean accordingly, placing items in the correct places, throwing away rubbish, cleaning dishes, mopping up mess and vacuuming the house, all within a strict time limit.
Since all levels are under the same time limit, the game will naturally get harder as the game progresses. In the beginning, the player will have to clean a smaller house then progress a larger and then a larger one .etc.
Retrieved from: http://www.expresshomeandofficecleaning.co.nz/wp-content/uploads/2014/12/home-cleaner-deluxe.jpg
In this game, you play as a mouse in a science experiment, testing the intelligence and problem solving of the mice. As the mouse, you have to run through a maze, using wall running and climbing similar to mirror's edge to manoeuvre each level . You will also need to solve puzzles to open the door preventing you from reaching your goal. The obstacles will be puzzles that are very vague, putting you in rooms with no instruction, making you solve the puzzles without any aid.
As a mouse, your goal in the maze is to find the cheese, which you can slightly see as a yellow glow through the walls and as a path leading you where to go.
The game would be split into multiple levels and be a fairly casual puzzle game with aims of having community made custom levels, adding to replayability in the long run. The game would be aimed towards a pc release with a first person view in mind.
Retrieved from: http://theyesmom.com/wordpress/wp-content/uploads/2011/01/maze.jpg
PIZZA DELIVERY
You are a pizza delivery man, however, due to budget cuts, your company can only hire one person for the job. Being the most sought after brand in town, you manage to put together a motorbike that can accommodate everything you need to make the pizza, allowing you to deliver it as soon as it comes out of the oven.
This game will use VR headsets with motion controllers, where the player is sat on a motorbike. Their goal is to drive to their delivery destination in the allocated time and deliver a pizza. The player can grab on the handles of the bike to steer, or shift their weight in either direction to give slight movement changes. The player should aim to reach the delivery destination without smashing into anything, but also arrive as fast as possible.
Creating the pizza is a little more difficult, however. If the player turns around, they will see a whole kitchen affixed to this motorbike. To the left is a small table the player uses to create the dough. On the player's right is a cabinet full of necessary ingredients, as well as a freezer for all of the frozen goods. The player will have to create the dough, turn to their right to prepare all of the ingredients, create the pizza, then turn behind them and put the pizza in the oven. All of these steps will be fairly simple and straight-forward, as adding complicated steps with the hassle of avoiding traffic would be too much for the player. The cooking process will be fairly fast, but because it still takes time, the player will have multiple goals for each round, making the player prepare their ingredients and plan for the delivery schedule they have.
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This game is a small team based multiplayer game, in which two teams play as retail workers, working in two competing clothing stores located right next to each other. Each player can only see their own store from a top down view, and a small glimpse of the store next door. To see their competitor, the player would need to leave through the exit and enter the store through the front door.
The aim of the game is to make the most sales by the end of the day. However, being competing stores, customers might prefer to go to one over the other, dependant on the clothes you sell, the cleanliness of the store, amount of customers in the store and the customer service. The player should try their best to improve the look of their store by swapping out clothes from the back store room, folding and putting clothes back and tending to customers.
However, the multiplayer aspect comes into this with being able to sabotage your competitors. You can put on clothes and disguise yourself as a customer and enter your neighbours store so that your competitors won't notice you. You can enter the other store and are free to mess up the clothes and harass customers before being escorted out of the store. You can also act like a customer and take up your competitor's time, tending to you instead of real customers, preventing them from actually making money.
The game should have players acting as a team to play different roles, sabotaging and fixing up their stores constantly trying to fill their profit metre for the day.
Retrieved from: http://www.rejournals.com/wp-content/uploads/2015/03/Carhartt-Interior.jpg
The Modern Age is a virtual reality game using the motion controls of the HTC Vive to simulate everyday tasks in a video game environment. The player will start their day in a modern home, do chores, basic hygiene, take public transport to school, .etc. However, between the transitions of each scene, the player is transported to another time period, in which the player has to complete the same objectives, but in an environment void of technology.
The game would start as the player wakes up, walking to brush his/her teeth, making their bed, preparing breakfast, then hard cut to the same setting, in a Victorian era setting. The player will interact with the objects with their controllers and must complete all simple objectives before proceeding to the next scene, however, they are free to explore the scene however they like, manipulating and finding new objects throughout the scenes that should tell a story about the time and place the environment is set in. The player should get a feeling of the technological advances we have made in just over the past 150 years, and show how much it has affected our everyday lives.
Retrieved from: http://downloads.bbc.co.uk/rmhttp/schools/primaryhistory/images/victorian_britain/victorian_children_at_work/v_a_tinsmith.jpg
ARE WE THE BAD GUYS?
In this game, you play as a stationed group of soldiers, guarding your post when suddenly, the enemy appears. With his detailed, overly large sword and anti-gravity hair, he defeats you and your friends without much effort on his part. Somehow, you awake, in the same position you were before you met with him, and since he is about to attack again. This time, you warn your friends, and get into position to be better prepared for his attack.
This game is an asymmetrical multiplayer small scale strategy game where you play as the Enemies in the Hero's path. The player will have a small space around their campsite in which they are able to move their players. Each player can be swapped out for a few other Enemies, which have different attack modes, like ranged, melee, speed, etc. The player/s must work together, planning out their positions and potential areas the Hero may come from, and plan accordingly from there.
The other player is given a random assortment of five cards, granting them special abilities they can use in their turn, like area of effect damage, knockback, fire etc. This player rolls a dice which will determine their entry location, which they hide from the other players until the start of the round. The Hero will have more health than the other players, and also regenerate slowly each turn they are not taking damage.
The game will roll out in turns, giving each Enemy a base of four moves, more or less dependant on the type of enemy, in which they will try their best to defeat the Hero. The Hero will have six moves, and should try and defeat the Enemies. Attacking and using a card costs a turn, so the Hero and the Enemies must plan their attacks wisely.
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You're a photographer who specialises in school photos and family portraits.
Today, as you start working with primary school children, you notice they're especially unwieldy today, not smiling and standing still enough to take a good photo. In this game, you must physically force a child to sit down and smile while you take their photo.
The game screen will focus on a chair with a child sitting in the centre of frame, and you have to use your mouse / swipe the child into place, and manipulate their faces like in a character editor. The child meanwhile will be getting more and more fidgity, meaning you have to rush to get them into position as fast as possible and take their photo at the right time. The player will be able to compare the child's pose to the school's requirement example which will also be on screen, meaning you have to mould them into this example, like moulding a constantly moving piece of clay trying to run away from you.
Retrieved from: https://www.nyfa.edu/student-resources/wp-content/uploads/2014/09/Screen-Shot-2014-09-17-at-17.08.08.png
In this game, you play as a puppy, that has a recent addition to their family. Unfortunately for you and the baby, the parents are fairly absent minded and often leave the baby unattended, sometimes in danger. This means you, being the only sane mind in the household, have to protect this baby from harm, while also keeping your intelligence hidden from your owners.
The game will be in third person, and you will follow the path of a baby through a house, backyard and street as the baby wanders with curiosity through its new world. You must follow the baby, and try and determine which path it is going to take and clear up the way ahead of it, but only when not in the view of the parents. The player will often spend too much time diffusing traps and dangers, and not pay attention to the direction the baby is moving and not realise the path has completely changed. The player can use a bark that, within a cooldown time will halt the baby, giving you it's full attention for a few seconds, biding your time to adjust for the new path.
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In this game, you play a newly hired secretary getting accustomed to the new work environment. You were hired by a very important company who is a monopoly in their field, and it is your job to make sure the CEO is on top of everything, meaning you have to inform him of his meetings, where he has to go, any new information he needs to know, .etc.
To do this, you have to sit at your desk and work. The game is in a first person viewpoint, aimed solely at a computer monitor, but breaking away to answer calls or fax documents. The game will be a work-simulator, where the player has to juggle multiple things at once, and forward / reply to emails and calls dependant on their content. However, as the player plays through the game, they begin to realize the backend of the company, what things are going on behind the scenes. They will be getting confidential emails from the start of the game that they need to unlock with special passcodes, which are figured out through various puzzles and riddles in different sections of the game. The player will be in control of how the company rises and falls through how good they do at their job, and it is up to the player to decide what they want to happen to the company when they unravel what lies behind the scenes.
Retrieved from: http://images.wisegeek.com/secretary.jpg
In this game, you play as a lifeguard looking after a beach on a hot summer's day. However, it turns out that this beach is one of the most dangerous beaches in the world, full of sharks, rip currents, thieves and bullies crushing sand castles. If these things start to happen, people will get upset and leave your beach in a hurry, and you don't want that.
It is your job to sprint and swim around your beach, protecting everyone and stopping crime. There will be four things you have to look out for, one being people drowning or being taken away in rips, they need to be picked up and swam back to shore before they drown, which is a simple timer from the time they appear in danger. If there is multiple people drowning at the same time you can stack and pickup multiple people on your way before returning to safety on shore. Another will be shark warning, where you have to return to your post and start the alarm, warning people of sharks, and disabling the alarm as the shark leaves to provide optimum beach enjoyment levels. You have to also be on the lookout for thieves, stealing from people's unattended belongings and bullies, trying to destroy kid's sand castles. Both of these people you need to run over and deter the crime, stopping it from a short time.
This game should be fairly light hearted, and focus on managing multiple different events at the same time, as the player runs and swims all over the beach in a rush.
Retrieved From: http://aquamobileswim.com/wp-content/uploads/2016/07/lifeguard-2.jpg
In this game, you play a planet who has been in existence for many millions of years, however, you suddenly start to feel a slight itch. When you turn to look down, you realize you're infested with eight billion humans who are all making you feel bloated and sick, it is your job to do whatever you can to rid yourself of them. This game takes place in a fictional world, where no governments are trying to stop or reduce the effect the human population has on Earth, and instead is trying to harm the planet.
You will have to chain up global disasters to take out the most people at once, since the human race is very persistent, one simple tsunami or earthquake won't do the trick, but both at the same time will do more damage. You have to do this in a way that is discrete, too. You can't focus on one specific area or use the same attack in a quick succession, or else the humans will realize you're sentient, and when they figure out you're trying to exterminate them, they will pollute and harm you even faster.
The game will be set on a base ten minute timer, but that will shorten if the humans figure out you're alive. The player will have a globe like view of earth, being able to click to trigger events on the earth. The player will have to manage multiple parts of the planet, spinning the globe frequently attacking sporadically over different parts of the globe at the same time.
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In this game, you play as begin your adventure on an island where you have lived on your whole life with your small community. You have always looked out to the open sea, wondering what lies beyond the horizon. When you come of age, your parents let you free to explore.
This game is all about crafting and building a better raft / boat, and exploring the seas, fighting the monsters and bosses you come across. The world will be hand crafted, with different islands being different levels where the player can find various items and crafting recipies after fighting the island's boss, leading to the end point of the game. The game would be in first person view, and have colorful, flat lit environments, to give a really calm feeling to the game.
The player will come across different bosses in different locations in the world, all representing different gods in the game's world. There will also be basic enemies like pirates, tribes people and animals from other islands the player must face. The player will fight using crafted weapons, and weapons they have constructed onto their raft.
Retrieved from: http://estivador.deviantart.com/art/Rock-Island-49...
You and up to three other players are in a race against the clock to be the first one to make it into space. The game will be fairly fast, where games finish when one player reaches space.
The game will begin in hangars, where players build their rocket with the knowledge they currently possess. Then, on the launch test rounds, all players line up their rockets and launch them, physically racing side by side against each other. The further they go, the more experience they get, allowing them to research other pieces of equipment. The players can also knock rockets off course or get in the way.
The players will begin with fairly similar rockets, but are allowed to pick different perks or parts at the start of the round to add some variety. They then need to use the first flight to test the atmosphere and conditions of the planet, then design their next rocket accordingly. The game will create different planets with differing weather, atmospheric conditions and gravity every round, making flight different every new game.
The game could adapt to different modes too, like a mode where players need to reach a certain altitude and land, reach a high score, land on different planets, rendezvous with a space station or asteroid .etc.
The game would be from a side on perspective, and would aim to be on PC and consoles, with simple controls.
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In this game, a player and up to five other players or NPC's are on an endless train going through a randomized train track. On this train, a gun fight has broken out, and all of the players have split into different carriages, giving each player three carriages to themselves, allowing them to move freely between each, but not any further. The carriages will have open windows and doors to each side, and small walls to hide behind.
Being in a western theme, each player is given a slow loading, one hit kill revolver. Each player has unlimited ammo, but very slow loading rounds, meaning once you've shot all six you're vulnerable for quite some time. The players can peak out of the doors and windows to shoot, or take cover behind the various blockades, however these blockades are destructible, meaning one or two shots can make them useless.
The train is on a randomized train track, where the trains will unlink and shuffle around randomly, giving each player enough of an opportunity to face and attack each of their enemies. For example, the track could throw in a loop, making the train go in a circle, allowing for all players to shoot each other, or the track and the train could split in three, where there will be two rows of three carriages right next to each other, giving the players a close range fight.
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Possession is a board game played in groups of 4 - 6. The goal of the game is to collect all of the items necessary to perform an exorcism and defeat a demon that is possessing one of the players. All of the players are working towards this one goal, and have a visual representation of the mansion they're in with the game board.
The problem however, is that the ghost is possessing one of the players, and if a player rolls two of the same numbers, or lands on a possession event, everyone has to draw from a deck of cards that equate to how many players are currently playing. In this small deck, is a possessed card. The players look at their cards privately, and the player that gets the possession card is now possessed, and their game is flipped. Their goal now is to collect the items relating to their personal possession goal, which will end up killing the players. However, they have to be discrete about it, as if the other players think someone is possessed, they can bind them, stopping them from moving until the next turn. The possessed player can do a few different abilities, like forcing everyone to close their eyes as they shift items and players around the map, cause players to lose turns, or shift the possession to another player at will.
Every player's possessed goal is different, so that no one can tell what each player is doing. However, all players know what items to collect to perform the exorcism. This game would aim to be fairly fast paced, with a lot of trust and lying involved, trying to figure out who each player can trust.
This game will be a co-op horror game, in which two players have to explore a mansion, solve puzzles to get to and unlock the exit. Trying to stop them however, is a ghost that is invisible to the naked eye, however, one player is able to see the ghost, and give the other a warning of where it is, and what to do. Meanwhile, the other player is completely blind to in, other than seeing footprints on the ground, sound and vibrations as the ghost draws near.
The 'vision' would be passed in between each player, as some sort of possession, giving each player a fairly similar amount of time being able to see the ghost. This tests both player's leading skills, and potentially gives each player a chance to screw over their friend. As, even though the ghost is invisible, when it gets close enough to kill you, both of the players will be able to see it.
The main aim of the game will be avoiding the ghost while trying to escape the mansion, while protecting your friend from being killed, by hiding together, and not splitting up.
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