Streak Club is a place for hosting and participating in creative streaks.
In this tetris variation, one player plays tetris as normal controlling the way blocks fall while the second player takes control of a character within the tetris grid. The goal of the player playing tetris is to trap the second player within the blocks while the other player attempts to reach the top of the screen. If the second player gets crushed, both players lose as none of the win conditions were met. The first player gets more points if they manage to trap the second player higher up the screen, increasing the risk of the second player winning but rewarding them with more points and a better high score. The second player can create single square blocks to assist them as they climb the blocks laid out by the first player. The first player cannot instantly place a block down.
In the rise to be a creative master, the player must practice their art and fight against enemies full of dullness known as artist's block, characters similar to feeble darkness found in Kingdom Hearts. The player must choose their class from visual artist, musician and dancer. Each class has their own set of abilities to take on the enemies in this action role-playing game. The visual artist uses paint via buckets and brushes to defeat artist's block. They can also bring the environments to life by tagging walls with spray cans and drawing objects and allies with their pencilsword. The pencilsword can also be used as a melee weapon to attack enemies. The musician makes inflicts long range damage by creating holographic instruments with their smartphone. Drum beats will break heavier foes' defense while shredding on the electric guitar deals lots of little damage. Other instruments include the piano(the general weapon), saxophone, violin, electric bass and double bass. The dancer makes use of different forms of dance to provide themselves buff as the player physically smashes through the enemy. Dances include ballet, breakdance, capoeira, waltz, salsa and samba.
This game's premise takes place on the seed head of a dandelion. The player plays as a small bug that must must gracefully leap from each seed tree part of the seed head of the dandelion. Each seed the the player jumps on becomes claimed by the player. This is a two player game where each player must claim as many seed heads as possible. The game starts off with both players climbing the stem of the dandelion and as soon as the bugs reach the head, gameplay begins. Players leap from seed to seed for a period of time until the wind kicks in. Once the wind begins to blow, all the seeds on the seed head of the dandelion fly away. The players must attach themselves to a seed as it blows away and then the player can continue to claim seeds in the air from the surrounding seeds of the other dandelions in the field by gracefully making large leaps. The players are allowed to claim seeds from each other and the winner is the player who claimed the most seeds by the end of the round.
In this first person shooter game, the player waits outside a tall building with lots of windows and must shoot apples at the people who open the windows. The player must time their throws as breaking windows is against the law and makes the person living in the room upset. The reason the player is shooting apples at people through their Windows is because an apple a day keeps the doctor away and everyone needs their healthy dose of apples. This apple in particular is a McIntosh, not Granny Smith, Royal Gala, Jazz, Braeburn, Fuji or HoneyCrisp. McIntosh provides the correct amount of sweetness and crunch. Humans are not the only beings behind windows as cats and dogs also appear behind windows and the player must be careful not to throw apples at animals as that is animal cruelty and animals are better than humans. Penguins also appear walking along the street ground but they do not get noticed much and do not matter too much to the gameplay. However if the player throws apples at the penguins then the penguins eat the apple.
In this parkour arena game, the player must attempt to fill the city walls with posters of their company. The player competes against rival companies who are also sending runners to advertise their products. The player must run around the city sticking up their posters for the eyes of the public to see. The player gets points depending on the position of the posters, the number of posters put up and the size of the posters put up. The player can work with allies who work for the same company to put up giant billboard posters which will give the company/team more points. It takes longer to put up bigger billboards though and players can be detained by the parkour police. Posters come in sizes A4, A3 and billboard size. Players can paste their company's posters over rival company's posters to increase their coverage and decrease the rival's coverage.
In this endless runner game, the player plays as the track master, placing obstacles in the path of the runner in an attempt to stop him. The player controls the layout of the map and must get the AI runner to continue playing for as long as possible. If the level design is unfair or impossible, the runner will get upset and stop playing the game and the player loses. However if the player makes it too easy and the runner becomes satisfied with their score, they will no longer want to play the game as they already accomplished something and the player loses. A "runner satisfaction" meter will indicate whether the runner wants to continue playing or not. Gameplay begins with the player designing the level, placing coins to direct where the runner should go, as well as obstacles to prevent the runner's progress and get them to start again. The player starts off with 3 kilometers worth of track to design, plenty of space to prepare a diabolical plan. After the player is done designing, they get to watch the runner attempt it. As the runner progresses successfully, collecting coins and traversing obstacles, their satisfaction goes up. If the track is boring and empty, their satisfaction goes down. The player must find the correct balance to ensure that the runner keeps playing. As soon as the runner fails, the player gets to redesign their level but the distance decreases and the runner's satisfaction bar becomes smaller.
In this sports video game, the premise takes place in a game of beach volleyball. The twist however is that the play controls the ball, not any of the volleyball players. The player must adapt to the serves, digs, sets and spikes of the players as well as external forces such as wind and temperature to complete as long a rally as possible. The volleyball players do not make this easy as they are competing against each other and hit the ball really hard in an attempt to make it hit the ground as normal but the player must manipulate and swerve the ball's motion towards a volleyball player to keep the rally going. Harder levels will include external factors such as wind which adds a force in the direction that the wind is blowing making it harder for the player to force the ball against the wind. Another external factor is temperature which affects the bounce of the volleyball. Warmer temperatures expand the ball making it easier to bounce (float a bit more, less gravity) while colder temperatures contract the ball making it harder to bounce (more noticeable gravity).
In this game, the player is given a scene where they can interact with the objects within it. However, as the player moves around, they will notice that there is no sound. There is no background music, sound effects or ambient noise, just complete silence. In a similar fashion to Mario Maker, the player must add sounds to the scene using the extensive library and afterwards, the player gets to play the scene and share it with their friends and the world. They could make each footstep a honking noise, make the birds growl like lions and make the dogs bark like birds chirping. They can also add use a heavy metal soundtrack for a peaceful scene in the park or use an epic orchestral piece for a fight in a volcano. The possibilities are endless and only limited to the player's imagination. If the player wants, they can record their own sounds and import them into the game. Where Mario Maker can be used to progress a player's game design ability, this game aims to practice a player's foley art skills and show an appreciation towards foley artists.
In this game the player controls a spinning top and must control it to traverse obstacles and defeat opposing spinning tops. The way the player controls the spinning top is by using the sticks on a controller. The player must spin the right stick in a circular motion to keep the spinning top spinning. If the player's spinning top stops spinning, the spinning top falls over and the player loses. To control the direction in which the spinning top is moving, the player uses the left stick. When the player's spinning top collides with anything solid such as a wall or opposing spinning top, the player's spinning top loses some of its momentum and spins slower causing the player to spin the right stick more/faster. The speed at which the player rotates the right stick also affects how easily they can control the spinning top: spinning the stick faster moves the spinning top faster and straighter but makes it harder to slow down and turn while spinning the stick slower is easier to control direction but movement is much slower. Levels consist of 3d platforming and battles against other spinning tops.
In this game, the player must master the art of balance. The player plays as a crane and must use the sticks/use the touch screen to move the wing's position. Some cranes are less balanced than others and have a heavier left wing than right wing. This causes the player to position the cranes' wings strategically. As soon as the player lets releases their fingers from the touch screen/ returns the sticks to neutral, the crane attempts to balance and gravity plays its part. In harder levels there will be weather conditions and other uncontrollable circumstances such as snow, rain and flying birds pooping. Stages include the city rooftops (with construction cranes as bonuses) and the zoo, terrains include balancing on grass, balancing in water, balancing on a trampoline and balancing on a balancing beam. Bonus characters include flamingo, kiwi, moa, hippo, panda, pugs, humans, lion, snake, spider and a tiger.
In this mobile/handheld/portable game, the player must draw as many circles on the screen as possible. Each time the player completes a circuit, their number of laps increases. The number of laps represents their score. As the player progresses, obstacles start randomly generating in front of the player and if the player collides with one of them, their streak ends. The aim of the game is to get as many laps as possible without colliding into anything. The harder laps create a maze which the player must progress through as fast as possible because behind the player is a wall of spikes which chases the player, encouraging them to hurry up. As the player progresses, the obstacles are procedurally generated, these include stationary balls, moving balls, maze, lasers, walls with slits, and moving walls with slits. The idea is that people will get really competitive with how many laps they can get in a similar fashion to flappy bird.
In this game, the player plays as a clumsy drunk that needs to tie his/her shoes. For some reason, the player's shoes' shoelaces are not already installed in the player's shoes and the player is really drunk. This mobile touch game requires the player to put the shoelace through the all the holes in the shoe while being disadvantaged via double vision and the shoelace not going where the player controls it. After lacing BOTH shoes, the player must then tie it with whatever method they prefer (bunny ears, rabbit around the tree/loop, swoop, droop or any other lazy method of tieing shoes). Haptic feedback will also take part in putting off the player as well as funny audio in the form of slurred speech and moaning. Different levels will use different shoes starting with jandals (move the foot in the jandal), then sandals (strap the straps), then Converse shoes, boots, then Jordans. On the later levels, the player is timed as to tie their shoes before the player vomits on them and ruins them.
In this game, the player delves into the anatomy of a human brain. They play as a little worker named Jimmy who works within the head of a human individual. A virus has infected and breached the brain and the host risks losing his/her life to it. Thus, it is the player's duty to dive into the cerebrum and fight against the virus before it destroys the host. The player leaps from neuron to neuron, eradicating the evil virus that is corroding the brain. This action RPG characterises a brain cell as a warrior who must fight against the virus soldiers in the different parts of the brain. While one sector contains memories, another holds bodily functions. The player cannot save the whole body though and sacrifices must be made. However the player might want to let the virus erode some memories or functions that hinder the host. It is up to the player's morale decision. Some memories just linger forever, no matter how hard we want to forget them and sometimes it takes a virus to get rid of it. The player must be careful as forgetting some memories will cause a chain reaction and leave holes in other memories.
Set in a post-apocalyptic world, a man and his dog must survive and adapt as they travel the modern day wastelands. Man however is not very intelligent and it is up to the player to help him solve the puzzles and obstacles as Man's best friend. The player has the ability to locate items by scent and detect enemies and other moving objects with their sensitive hearing. They also have the ability to cheer Man up when he is feeling down. Dog makes a far greater ally than any man, gun or phone but Dog must be maintained. Find food, shelter and other useful utilities in your quest to find the rumored safe house as well as other survivors while building up the bond between Man and Dog. The player must also beware of bandits as they want to put down Man and Dog. As Dog, the player can viciously bite and claw bandits or distract them for Man to shoot/attack. Hidden items can be found by digging in certain spots which will benefit both Man and Dog. The player can also talk to other animals and get them to help out, e.g. in a scene where a pack of wolves show up, the player must try to persuade them to go away through a series of dialogue choices or else they must defend themselves. Dog is also useful in puzzles for those hard to reach places where Man will not fit, such as tight gaps and small tunnels
Basically, it's like The Last of Us except you play as a dog. A really good dog.
In this game, the player controls a warrior who wields a laser and a shield. They must fight against other combatants who also hold a laser and a shield in an arena. Arenas vary from gladiator style open coliseums to a closed room with no lights to the hall of mirrors. The player must aim their laser towards their opponents in an attempt to disintegrate them but they must be careful as the laser ray can be reflected off the opponent's shield and strike them back. In the coliseum stage, the player's skill is truly tested as they cannot use their surroundings to reflect their laser, instead they must strategically move around and use the shields to reflect their shot into their opponents. This becomes increasingly more difficult as the number of fighters decreases but the player can still use the shields of fallen foes to their advantage. In the dark room, the player is unable to see anything except the laser rays. They must attempt to see the direction from which lasers are pointing and attempt to disintegrate their opponents without seeing them. In the hall of mirrors, the player must exercise extreme caution. The maze like structure makes it difficult to traverse and see the enemy players due to the nature of the mirrors. They can easily reflect their laser light off them but this can easily backfire.
In this game, the player is put in a room with a door in each wall. No one knows what is behind the door and there is a counter ticking down. The player must simply "wing it" and select a door to walk through. Upon entering a new room, one of many random events occur, most of which are puzzles and micro games. The player is not given much time at all and very little to no instructions beside enter a door and complete the puzzle/micro game. The aim of the game is to create the longest streak possible within the given number of rooms. Levels range from small amount of rooms to a large amount of rooms to an infinite amount of rooms. For example, one level requires the player to complete 50 rooms of puzzles/microgames and if the player fails the puzzle/microgame or does not complete it in time at room 35, their streak ends but they must continue the remaining rooms until all 50 are completed. In infinite mode, the player stops as soon as their streak ends. Puzzles and microgames include mazes as well as timed/reaction based button presses and random events include funny animations where the player does not have to do anything but walk through the next door, giving them a free room to add to their streak.
In this multiplayer game, players compete against each other on washing lines hanging between buildings. The aim of the game is to collect a piece of clothing and deliver it to the corresponding window. Players can either compete collaboratively or against each other. If they choose to play collaboratively, they must successfully deliver all the clothes within the time limit. If they choose to play competitively, then they must deliver the most clothes to the correct window. Players must traverse the washing line using their ninja-like skills, they can zipline down slanted wash lines and jump between them as well. For increased difficulty, weather effects will affect the wash lines, for example, on a windy day, the lines will bounce around making it difficult to maneuver. Rainy days will hinder the speed at which the players can move and if they get struck by lightning they get paralyzed.
In this game, the player controls a kiwi that jumps from one cloud to another cloud. The clouds act as platforms that move across the screen randomly. The speed at which the clouds moves increases every few seconds/every new level. The player moves the kiwi by swiping the screen or pressing the directional buttons in the direction they want to move. They can't move diagonally and they cannot go backwards. If the player is standing on a cloud and hits the edge of the screen, they lose. To gain points, the player must survive and stay in the screen frame for as long as possible. As levels progress and to make the game harder, clouds start to fade and so the player might attempt to jump on one of these fast fading clouds but it will disappear right beneath them, they would have to jump to a different cloud as fast as possible. The player must wait until they land on a cloud before they jump on to the next one.
In this multiplayer game, players aim to get the highest score within the time limit by collecting a ball and holding onto it for as long as possible. Players begin on the edges of the map and must traverse a cityscape using parkour skills similar to Assassin's Creed and Mirror's Edge to locate the ball hidden somewhere in the center of the city. Once a player collects the ball, their score begins to increase but they then become a target to all the other players who can tackle the ball carrier. If the ball carrier gets tackled, they become stunned and the tackling opponent takes the ball and runs off. To retaliate, the ball carrier can throw the ball away and the tackler gets penalized as they are only allowed to tackle the ball carrier. The offensive players (players without the ball) can work together to trap the ball carrier in alleys or houses but the alliance will be short lived as there can only be one winner. If the ball carrier is feeling confident with their score and time is running out and they don't wish to be chased, the player can choose to hide the ball and waste the remaining time as the indicator only appears if a player has the ball.
In this game, the player controls must direct the path in which a paper note is passed in a class. The note starts off at one of the students and can be passed to any adjacent student. This process is repeated until the note reaches the target student, then the player clears the level. The player must time their passes as none of the students want to get caught passing notes by the teacher. They must also watch out for the bullies who will snatch the note from unsuspecting students if the player is taking too long. They also aren't allowed to receive the note as they will read it and make fun of the starting student. If the teacher catches the player or a bully gets the note, the player loses and has to restart the level. This game takes place in an era where cellphones did not exist, educating the new generation on the historic methods of communicating without talking in class.
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