A 1st person puzzle platformer, Density gives the player the ability to change the state of matter around them. Besides certain uncompromising material, the player can take objects and change their state of matter, from liquid, gas, solid, or plasma. Each state has its own capabilities. Liquid can fill containers and push objects. Solid can be used as objects, platforms, projectiles, and weights. Gas can be used to disperse and remove objects, or to kill and explode objects in a room, and plasma can be used for raw destructive uses, such as setting things on fire and striking them with lightning. The player will use this ability to solve a variety of puzzles in the experiental lab in which they are contained, in order to reach the end, and gain... freedom.

Freedom to wreak havoc on a world which tried to contain you

Why do you think you were locked up in the first place, you monster.

Image source: http://img01.taopic.com/151205/235110-15120510050961.jpg



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

ACWBH is a competitive multiplayer voxel-based 3D platforming game, based entirely on a piece of weird art. Players are given the choice of a variety of creepy crawlers in which to do battle, from long millipedes with many little ticklers, to the titular Baby-Hands Crab, with advanced tickling abilities. I should mention that the competitive aspect is score based, in which players compete for points which are gained through tickling. Tickle points are gained and multiplied through a variety of ways; players will explore a beach level, and scale various towering humans, in vain of Shadow of the Colossus, attempting to move swift and smartly in order to attack their various tickle spots. Different humans will have different spots, some more than others, and some worth more than others due to varying ticklishness. Bonuses can also be acquired for those who explore the ground, such as speed, stamina, and point multiplying boosts, to give players a reason to not just wait for the next human to walk by.

Image source: http://i.imgur.com/PbCdDFd.jpg



Petals is a free multiplayer competitive arena game in which a team of plants and a team of gardeners compete in order to kill each other. Both teams carry an array of weapons and abilities in order to take out the other. Inspired by Gary's Mod: Prop Hunt, the Flora are a stealth based team that use the scenery in order to hide, waiting to ambush their enemy. The type of plant chosen determines your strength and defenses, from flowers being inconspicuous, but weak and with simple abilities, to trees, which are study, heavy hitters, but easily recognizable if they move. Flora can hold together to make deadly traps and easily overpower their enemy, or they can work alone, blending easily in the surrounding scenery (which looks exactly the same) to attack unawares. Gardeners can use a variety of tools, from short burst, spreading flame throwers with low ammo capacity, to unlimited use hedge clippers for quick melee attacks. Each team needs to kill the other, either through stealth of overpowering the other.

Image Source: http://ecx.images-amazon.com/images/I/71aZrLPhkzL._SL1237_.jpg



In Risky Worker, you're a struggling University art student who, after being too busy to work at a reasonable pace, has to complete and submit different assignments each day, for a week. A 'horror' game, the player does this by completing a variety of minigames, each drawing, typing, and and game related. Unfortunatly, the student has a rather unfortunate living situation, and has to deal with power cuts, Internet drop outs, app crashes, and a variety of other issues. The player must complete there assigned tasks before midnight of each day, or its game over. The player will have abilities to resolve the issues however, mainly in the form on constantly saving your work. Saving takes time however, so saving too often will slow your work speed down significantly and may even cause crashing. At the end of each day the player will be given a grade yo determine if they were sucessful. Hopefully you can manage to get a C.


Image source: az616578.vo.msecnd.net/files/2016/03/24/6359442811790073941363564733_shutterstock_111577850-1.jpg

Adaptimals is a single and multiplayer game for all platforms. A third-person puzzle-action game, the player commands a small alien that has fallen from the sky, and in a panic, has begun absorbing the scenery around it. Environment, play style, and the players overall choice will determine how the alien adapts to the surrounding environment, with the alien being able to transform into various different forms, shapes, types, and so on. Single player levels are won by reaching a certain size or type in order to complete and objective, such as become fluffy enough to become a sheep, or large enough to destroy skyscrapers. Aliens are categorized by type, being the most prominent type of adaption the alien has consumed, (nature, stone, water, steel, beast, etc.) as well as power level, which is determined by the size of your alien. Aliens can be taken into multiplayer scenarios for combat, battling other players and their aliens in combat, to find the victor. Or they could frolic through the fields together. Its not the alien that matters, its how you raise it.

image source: http://orig12.deviantart.net/804f/f/2011/237/4/0/godzilla_vs_mothra_by_wogzilla-d47th3i.jpg



Inkjot is a multiplayer PC shooter in which players use a variety of art based equipment in order to kill other players. Players are invisible, and in order to find each other players will use paints and inks to attempt to reveal each other. Different art supplies affect the surrounding area in different ways, such as ink wetting the ground, causing tracks when stood on for a period of time, glue, which will slow the player, clay, which will create obstacles and platforms for the players to maneuver, or paint, which will cling to players for a short amount of time and show their imprints on the walls behind them. Players are given a variety of weapons, such as sculpting knives and rolling pins, in order to kill the enemy. Combat is faced past, in vain of Quake Live, with players being able to use their weapons for movement, raising the skill ceiling of competitive play higher than regular casual games, with the addition of these advanced Technics.

Image source: http://nichegamer.com/wp-content/uploads/2015/04/Screencheat-4-17-15-2.jpg



Clay God is a virtual-reality god-simulator in which the player has the ability to create life out of clay and other materials. Using motion sensors, the player is given the ability to draw and sculpt flora and fauna in order to create ecosystems. Players can raise their creatures, with the amount of time spent with your creature adding to its overall strength, by giving the player more clay to utilize. Players have complete freedom when creating their monsters, and different classes of monsters, determined by characteristics associated with their body parts, will behave differently. Monsters with wings will be able to fly and glide, while heavier built monsters will be tougher, stronger, and harder to knock down. Players can choose what to do with their monsters, by either raising it peacefully and kindly within its own ecosystem, using clay to make it happy and suit its various needs, or creating a monstrous killing machine, pitting it head to head with other creations to earn more clay by force.

Image source: https://i.ytimg.com/vi/ocAc--CQdPw/maxresdefault.jpg



View is a leveled mobile puzzle game, which uses variations of colour, perspective, and location, in order to confuse the player. Set in primarily black and white, levels will be played in standard platforming/topdown (or 2.5D) perspective, and will revolve around the player attempting to traverse through the darkness into the 'light', which leads you to the next level. Levels will set the player in a black and white environment, with the ability to switch in between the colours, as well as the ability to interact with the colour corresponding to you, being opposite to you. However, collisions can still occur withing this negative colours, allowing for invisible maze/platforming segments to be available. Some levels will be mirrored, with a inverse copy doing whatever your player character does, but the opposite, with the players goal being to move both it, and you, to the end, as well as levels which feature inverse structures, meaning the player will have to move through a maze they cant even see.

Image source: http://www.win10themes.com/wp-content/uploads/2016/06/Black-and-White-Graphic-Wallpaper.png



Stargazer is a real time space exploration-racing game, in which players race across the stars, using gravity, orbit, and constellations to traverse space. Players take control of a little light, and along with other players, glide through the stars. The scale of which the players fly at is determined by how much star-stuff is collected, which is found throughout space in various locations. This stuff doesnt benefit the player points wise, only alowing them greater movement and interaction with the universe around them, from jumping from planet to planet, system to system, constellation to constellation, and eventually galaxy to galaxy. You will meet other players along the way, and journey with them too, but ultimately, no matter how many other lights you meet, and how big you grow, you will always be small. Players cannot communicate in any way, beyond interaction with the space around them. Players can alter their mass and gravity, pulling stars and planets out of orbit, and making patterns in nebula, in order to share 'messages' with players, but once you log off, or grow or shrink away from that size, it is unlikely you will ever see them again, or anyone, until you happen across someone new. You are alone, but so is everyone else around you.

Image source: http://formulalubvi.com/wp-content/uploads/2016/02/can-you-see-all-the-constellations-at-the-equator_1a82e557a6844ca6-1.jpg



This is my 4th game based entirely on a pun....

Hand I is a game about proper hand eye coordination. A local multiplayer puzzle game, players take the roll of a hand, and an eye, as they attempt to solve puzzles and tasks given to them at the beginning of each level. The game is intended to be played on PC, or for couch gaming, where players can sit close enough to share a screen without too much issue of view and communication, with either WASD/arrows keys or a pair of gamepads being used. Played in a similar style to I am Bread, each player has limited abilities. There is only one screen view, that of the eye, who's main ability is too see. Beyond moving around by rolling, sight is their only ability. Player Two takes control of the hand, who, as a hand, has full range of motion, including jumping and scaling objects around the level. They also have the ability to interact with objects, meaning its up to the hand to solve all the puzzles. The hand can only see their position and movement through the eyes of Player One, meaning teamwork is the main component to success. Levels are passed by completing the given tasks, with points and ratings given for time, amount of mistakes,

Image Source: http://static.comicvine.com/uploads/original/13/130877/5089861-thing_rollerskate.jpg



Sweet Sixteen is an action maintenance game in which the player takes the role of a young girl as shit attempts to maintain her party for as long as possible. The party is full of drunk girls and stupid guys, and is a melting pot of violence and destruction. Is up to the birthday girl to be sure not ibg wrong happens, by letting would-be vommiters outside, by picking up and cleaning broken objects, keeping the music at a reasonable level, being sure fights don't go down, and overall trying to diffuse the situation. The game is played primarily on gamepad, and these tasks will be accomplished with various quick time events. The game has many fail states, such as noise control, damage and violence, but also boredom and lack of music. Success is in the balance. Difficulty is determined by the rowdiness of party-goers, amount of partiers, and how cramped the location is, as well as how long the party will go for. Levels are passed by reaching the time safely.


Image Source: m.motherjones.com/files/leo630.jpg

Warpcore is a extremely fast-paced multiplayer game, using physics, teleportation, and portals in order to play. Played on PCs and consoles, the game is a hard to learn, harder to master type, with its reflex requirement and high skill-cap. The game is played in a domed arena, in which 4 players, either alone or on teams, compete in order to transport a core into a goal. While the arena is small, players have to ability to warp near constantly, with a warp being available every-time they touch a surface. Traversal is extremely quick, which is important due to the speed in which the core will move through the arena. The core is volatile, explosive, and will kill players if mishandled. If players miss a catch, instead colliding with the ball, they will die. This also applies to interceptions, allowing the risk/reward of losing the ball, and catching the enemy by surprise. If players hold the core for longer than three seconds, they will die. If players collide while warping, they will die. Players compete for 10 goals, and games can last anywhere from a few minutes to half an hour.

Image source: http://billionlogic.in/wp-content/uploads/2015/11/Blink-opening-a-portal.jpg



There is nothing the Grim Reaper finds more irritating than a nihilist. One day, after coming across an especially apathetic teen who has thrown their life away, The Reaper loses his cool. It tells the teen, "You will be trapped on Earth forever, until you learn your lesson." Playing as a ghost, the player will walk around a variety open-level environments, with the ability to pause, rewind, and forward time. Hundreds of events are happening simultaneously, some simple, others complex, some with no bearing at all, and others with all the importance of the world. As far as you can tell, everything is fine, until the breaking point occurs, and the events begin to collide, and a disaster begins. It is the players job to stop these disasters, by moving, hurting, helping, and caring for people around you. Events may react in unexpected ways. A car, speeding through traffic may cause a fatal crash. Stop the car, stop the crash. But there is an injured child within the car, and they're being rushing to hospital. Different events will require different remedies, from fighting/possessing would-be criminals, convincing the sick, hurt, and scared to calm down and be safe, and adjusting people and objects like puzzle pieces while time is paused. The player will need to forward and reverse time until they can find the most perfect combo in order to save as many people as possible. But can everyone be saved?

Image Source: http://cdn11.lbstatic.nu/files/looks/medium/2013/01/21/2790666_metroFB.jpg?1358796990



You play as a big Polynesian animator, who has gone mad and has decided to harass Auckland City through the use of bastardizing the Periodic Table. Using his knowledge of art theory, the player will completely misuse the known elements, in order to destroy notable levels set in Auckland. The player will have access to a variety of elements, which will react with each other, and the environment, in different ways, giving different results. Damaging the environment will add to the variety of elements available, with neon signs adding neon, electric lamps adding flammable sparks, fire-hydrants adding water (which has the ability to remove elements also). The game is a twin shooter played in the third person, played on a game pad ideally. using triggers to fire, and bumpers to select elements from a weapon wheel. As the player finds more element combinations, the game will allow for more spectacular events, to the point where entire skyscrapers will be knocked down with single shots. Destroy as much as possible for points, combo for bonuses, and clear the level by knocking down enough landscape.

Yes this game is based entirely on a shit pun.

Creepvine is a multiplayer 'horror' survival arena VR game, in which the players are dropped into a zone and must survive in their environment. A group of 32 players will be pitted against an AI or player controlled Witch, who uses their abilities to manipulate the environment around you, trying to capture you before you can escape. Players will need luck, skill, and teamwork in order to defeat the Witch, as it will have near constant watch on all players at once. Set in a variety of settings, from run-down cities to old overgrown jungles, players will need to be wary of how the environment reacts around them. Vines will attempted to grab players, debris will be thrown at them, disorienting them, steam, water, and sand reacting randomly in order to obstruct their view. Players will use motion controls in order to move and avoid hazards, with the goal of meeting other players. Teamwork is key in making their way through the danger, and teams of players will be able to find weapons in order to harm and fightback against the environment. When enough magical hazards have been stopped, magical cracks will begin to appear, and the witches hold will begin to waver, until the players can break free and escape.

Image Source: http://marcusgohmarcusgoh.com/wp/wp-content/uploads/2015/01/marcusgohmarcusgoh-thelegendofkorras04e09-1.png?w=529



Colour Me is a first-person VR puzzle-platformer. Player's will use their peripherals as paint brushes, and will have to use colours and the various properties they have in order to complete levels. Knowledge of colour theory will help you through the game, both real characteristics and mental. Blue will chill a room, whilst orange will warm it. White will light up a room, whilst black will remove it. Some colours will react to each other; an object painted green may grow if exposed to white light. Paint types can be chosen by the player, from acrylic, which will act gloopy and dense, whereas ink will flow like water, filling cracks and dripping off walls. Different ways of painting is also possible, from delicate strokes, to splattering watercolour. to simply pumping the room full of colour. Players will need to find paths, or create their own, to pass through the levels, which range from simple platforms to empty black rooms, by using their paint as creatively as possible. Theyre encouraged to not just paint, but to think outside the box, by using the paint's physical and artistic properties. Players will be introduced to different colours slowly, but as they gain more colour options, the game becomes more difficult, as the amount of options only means more wrong choices. At the end of each level, the game will take a snapshot of your play, showing you the art you made as you attempted to pass.

(I didn't spell colour wrong. This computer is dumb)

Image source: https://s-media-cache-ak0.pinimg.com/564x/e9/38/56/e93856e1a4018d8984fedefe36eb931c.jpg



A Ghost of you is an online multiplayer adventure PC game, in which the player needs to discover how other players died. Witches have been murdering random citizens, and its up to you to discover how they died. The witches' command of the supernatural is very extensive, and the ways of death can range from disturbing to saddening, to hilarious and subtle. There are three teams that players can take part in; the Witches must kill their prey, gaining notoriety through extravagant kills, whilst remaining subtle and hidden from the public. The Citizens need to try and discover the Witches through analysis of the crime scene, without being targeted by the Witch youre hunting. Odds are however, you will be caught, and you'll become a Ghost, who will attempt to out their Witch killer, by leaving hints about their death. The Witch draws their power from the amount of Ghosts in their possession, at the risk of a higher chance of discovery. They too must act carefully, however, as the Witch can destroy them at any time.

Kill before you are killed.

Image source: http://madlittleclown.deviantart.com/art/Remains-5...:MadLittleClown/3062978&qo=3




A massively multiplayer online multiplayer game. The primary goal of the game is to introduce people of similar music tastes, allow people to create music that they want to hear, and benefit from it. Players open the app, which uses a pedometer to determine the speed of the beat your phone will play. Different musical genres can be chosen, and the randomly generated beat will begin to resemble music. However, the game reacts to other users in the vicinity, and their music, their beats, their speed. genre, and style of play will begin to link with yours, and you'll both begin to make music together, maybe without even meeting them. Music fades in and out as you walk around, syncing with those around you. The more players playing around you, the more complicated and interesting, as well as enjoyable, the music gets. Silent parties could be played with a crowd all using the app, and music can be recorded, uploaded, and sold/downloaded. Those who contributed to the creation of the song get a portion of the royalties, or they could be given out for free.

(This is a stretch for what qualifies as a game, probably)

Image source: http://cdn-img.instyle.com/sites/default/files/styles/684xflex/public/images/2015/08/082415-quiet-clubbing-lead.jpg?itok=MuGf4U03



What do you do with a drunken sailor?

A 3rd person stealth game, played with a game-pad or joystick, revolving around being a drunken sailor, as they try to avoid the wrath of their shipmates. For some reason the ship never ends, and in your drunken state you could almost swear that the shape of the ship kept changing as you walked through. Waking up early in the morning, in bed with the captain's daughter, the goal is to find more drinks. I mean, I guess not drinking is an option too, but youre not a drunken sailor otherwise. As you walk to shaking of the ship will make it difficult to stand and walk straight, and any obvious inebriated behavior will definitely make the shipmates suspicious. Take care of your 'business' by sneaking into bathrooms and cupboard, as if you let your Nausea bar grow to high, it will get harder to stay balanced, and if you puke in-front of a sailor, they're unlikely to accept sea-sickness as an excuse. Movements must be delicate and accurate to succeed, or you'll be thrown overboard.

Image source: https://x2eliah.files.wordpress.com/2012/10/2012-10-15_00003.jpg




Sea Sculpt is a Virtual Reality physics sandbox game, in which the player sits at the bottom of a crowded ocean. The player can fully manipulate the world around them, with sand, coral, and fish being able to be grabbed, moved, and replaced. With enough time, care, and effort, the player's sandcastle will develop in complexity and size, and will begin developing its own ecosystem. Fish and plants will begin to grow through your sandcastles, with rares of both becoming a possibility. The player can build and expand their sandcastle to help in its development, or they can bugger off and let it grow on its own. As your castle grows bigger and bigger, bigger creatures will begin to show, until even whales may be drawn to your glowing creation. The game has no end game, and no goal beyond growing your castle. Listen to the silence of the ocean and play in the sand

Image Source: https://dawnpages.files.wordpress.com/2013/11/maldivesfish2.jpg



I never said that speed was fast.

Speedball is a multiplayer competitive 'sport' game, in which players are sent into a boxed room, with the objective of getting the ball into the goal. In teams of 1-3, the players have the ability to walk on walls, and the (recharging ability of 5 seconds) to leap from wall to wall in one jump, but they do not have the ability to touch the ball. Instead, randomized power-ups will spawn throughout the level, each giving players one-time usable items that allow the player to interact with the ball, be it a baseball bat for power-swings, a tennis racket for accurate swipes, a golfclub for hooks, a boot for kicks, or gloves for tossing. Equipment is randomized and can be taken from any sport, but if a player is hit by a fast enough ball, they disintegrate (unless they're wearing protection of-course) or alternatively, the equipment can be used against other players, rather than the ball. If the ball isnt hit, it will slow to a crawl, slowly floating through the air, unmovable, aimlessly bouncing off walls, until a player hits it. First to 10 goals wins

MDS GDV110 - 'One Game a Day' Assignment

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

daily from 2016-07-19 to 2016-09-09