Streak Club is a place for hosting and participating in creative streaks.
Magic the Fisting is a tactical card/action vr game taking heavy inspiration from Magic the Gathering, with a virtual reality twist. Players can flip the table at the end of a match and try to fist fight their opponent to asset their dominance and that they are the true victors.
Players duel one another in a card game where they form a deck of 30 of their personal cards, and tap them in game to cast spells and summon creatures based on elemental counters to defeat the other player. The player has a certain amount of hp and when they lose it the game is over, assuming the player isn't a sore loser. If the player is a sore loser, they can choose to flip the table and try to beat their opponent in a vr fist fight to prove who the greater wizard is.
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Kelvin Transistor is a game about inhibiting the heat death of the galaxy by mechanically controlling the sun. This game acts as a survival game where everyone but you is at risk. As the planets close in on your location over billions of years they come closer to their death by unsurvivable amounts of heat, and you can prevent this by managing the suns functions.
You can sacrifice the suns mass and heat and discard it into nothing through units, knowing that once the sun has shredded this energy, it will never return, the sun will forever shrink. You will manage these measurements based on how close the planets are to you, and the kind of heat those planets need to survive. Retaining too much means that the species will die off, or large parts of their planets will become uninhabitable, but making the galaxy too cold will mean that creatures will die from the opposite.
As you shred energy there is another consequence; as your temperature lowers, extra-terrestrial species with extreme immunities to heat will come to drain the sun to fuel their expansive civilizations in more evolved galaxies. If they drain too much of your energy, your galaxy will suffer, so as you shrink you will have to use the remaining power of the sun to fend off incoming threats.
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Sabotage is a local multiplayer iPhone game for eight people about battling monsters through turn based combat. Players use their monsters to fight another monster of choice at the table of the eight players, using elemental attacks to maximize their damage against other monsters in an extensive variation of rock paper scissors, whilst also choosing to defend. But there is a twist.
When players attack another player, they have to touch their phones, then reach over to attack their opponent by touching the monster they want to hit. In the process of doing this the player leaves their phone exposed. In this time, if the player doesn't attack their opponent quickly enough another player can reach over and change their stats. Using a stylus, the monsters stats are shown on the phone, and these can be changed by players by rewriting the number of a chosen stat with a stylus. Numbers above the monsters base stat are not counted to prevent players buffing their own monsters.
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RazorWyre is a competitive sci-fi racing game that combines motocross with body boarding. Players race one another across maps that combine dirt tracks and tarmac stretches with bodies of water that players build up massive amounts of momentum to cross as their bike mutates into a body board to survive in the new environment.
Tracks consist of large drag strips designed to allow for players to build massive amounts of momentum in order to cross the water, but there is a twist; tracks feature dynamically changing obstacles so that every laps barriers (amongst other things) will move to different locations on the same drag strips, meaning that players who intend to cross the finish line will have to be constantly vigilant not only of their competitors, but also of the obstacles that move around on the track. Players are eliminated if they take too much damage or sink into the water, making it crucial that players keep as much vigilance and momentum as possible throughout the race.
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It's all falling apart is a first person platformer about a world that's falling to pieces. Players race against the clock to traverse obstacles with jumping and parkour to get to an evac ship at the end of each level. After the timer reaches zero, the game won't end, but everything starting from the beginning will start falling rapidly in sequence. Every wall, object, piece of terrain will become a physics object if it wasn't already, and everything will begin to fall apart.
As the player you are extremely athletic, but unlike other games where parkour is traditionally carried out through key prompts at specific objects, you can use your mouse to control your hand when holding right click, and you can use this to grab onto nearby objects, ledges, and walls in order to surpass them. The player can swing themselves and pull their body weight above anything they grab onto, so the game encourages players to take leaps of faith and rely on their ability to grab onto obstacles in order to navigate. Players can also use grabbing to pick up objects such as large poles or crates, allowing players to climb into higher spaces and also allowing players to vault over objects.
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In Flesh Garden you play as Eden, your body is the dirt, and from it that which all life depends on is given at your discretion. The world is pollinated, and plants sprout from your skin for the world to feed on. It is your purpose to ensure the prosperity of life on earth. However, the prosperity of some so often means the sacrifice of others.
Flesh Garden is a grand strategy game about preserving life and managing resources. Initially you have a wealth of these things, the ability to sustain large masses of the planet, but as human populations advance their drain on your resources becomes hefty. As they pave over your body and tattoo you with the ink of concrete, as skyscrapers are erected, you lose control of the nature in those areas as the wildlife dies. The mass slaughter of animals not only causes death, but pollution and acid rain. Suddenly you are less resourceful and the humans realize this as they move to claim new territories, and eventually remove your control of the planet entirely, so you are left with a choice; let people continue to flourish by their own unique interpretation, or intervene to keep the balance. There's no right answer, but the choice is yours to make.
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My Nexus is a gamified tool about tackling mental illnesses. A player wins by losing through recreating the symptoms the believe they have at the hand of a mental illness, and they then fight this against various cures.
The game runs through the veil of an action game to play out the act of "fighting an illness" but the game is actually primarily guided through dialogue. Firstly players can pick a base mental illness (for example depression) from a large listing, and then they can delve into symptoms of that illness to find what they are struggling with the most. (As mental illness is often something that cannot be fixed in a simplistic broad stroke, it can be much more effective to break the illness down into pieces and try to manage the various sub-symptoms of the greater problem.)
Once a symptom is selected they can fight it against various cures or forms of management based solutions to their symptom(s), using a dialogue box to tell them game what solutions they have tried when they encounter them, and the game will remember these choices going forwards and visually represent the response through the games action element. When the player encounters a potential solution that hasn't been countered by their symptoms or their circumstances, they are presented further information on the potential solution and real world resources in their area to pursue these solutions further. The game uses internet connectivity to determine the players surrounding town and city (with their permission) to help them locate these solutions in the smallest possible travel distance.
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Scrapheap Massacre is a crafting game about working with a team to build the ultimate weapon within an hour, and use it to destroy the other team. Players will work together digging through a giant scrapheap of components to find the necessary components they need to build some form of functional weapon.
The scrapheap contains a lot of components such as engines, wheels, levers, railroad spikes, iron bars, lights, ammunition, springs, etc. The kind of weapon that players create isn't related to any specific archetype, for example players aren't limited to creating only guns, instead their weapon could be a series of large pointy sticks, a cannon, or an SUV with a spade attached to it, so long as your team is capable of building it within an hour.
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Dying Star is a game about fighting through hordes of enemies that spawn in waves to hinder you as you attempt to save a significant person from torture and death. The game is sequenced as one giant linear level which the player has to reach the end of, but as the person you are trying to save slowly dies, the world gets darker.
A player (or co-operatively two players) fight through respawning hordes of enemies that strategically try to keep players locked down into choke-points on the map for as long as possible to hold out the torture timer. The torture timer isn't represented with numbers or a meter, but instead from light resonating from a tower in the far distance that you are trying to reach. If that light is getting dimmer, you know your time is getting shorter. The level is laid out in a progressive strip mostly made up of obstacles in the form of progressively harder enemies, but at every new part of the level, a randomly generated set of weapons (from a premade selection) are laid out as a choice for the player to make. As areas and enemies get progressively harder, the player(s) are presented with new choices to counter their new challenges.
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Kings of Blooded Soil is a territory control mmo that is story driven in real time through events that are co-ordinated by developers and players. While some elements of the game are scripted in advance for effect and structure, historical in game events happen over the course of the games ongoing development in real time as a direct result of unpredictable conflicts.
New territories are created and old ones modified and/or destroyed following the games gradually expanding lore. The aim is to create an experience where the story is not entirely preset, rather it is driven through battles with other players in real time, so that players can be the part of a massive universe in which they actually hold influence. This game heavily encourages faction play and role playing. Dedicated players who fit the part will be approached in secret by developers and occasionally receive offers to spearhead revolutionary events and war campaigns in order to drive the worlds story further. Territories will also be monitored by historians who will document significant battles and characters into the history of regions, embedding the past into the future forever.
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Gordon Ramsay's Culinary Quest is a hybrid between a cooking simulator and a survival game. Gordon Ramsay and up to three crew members are exiled by raft from the UK to a remote hostile island filled with all sorts of wildlife and its F---ING RAW. ITS RAW.
Your objective is to turn this foreign and hostile island into a five star culinary paradise. As a team you will survive the island, and set up a camp using only the kitchen supplies you came with, along with the high end kitchenette you have set up on the beach. Move into the jungle and hunt the native wildlife in order to prepare meals not just for survival, but to a five star standard, using the finest local produce straight from your back garden.
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Weight of the World is a physics/puzzle/physical game that revolves around you, literally. Players move the world around them with their weight in order to move themselves through the levels and progress.
The game comes paired with a unique pair of weighing scales that detect pressure from both sides of the board, and when both sides are pressed on simultaneously. The more weight a player applies to one side, the more a level will tilt in that direction. The more weight a player applies to both sides, the faster a player will move forwards, with no weight on the board causing the player to come to a complete halt. If a player lightly jumps on the scale, they can depending on their weight make the player smash through the ground.
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Song of Swords is a microphone based multiplayer hack n' slash game where players slay one another using their weapons and their voices.
Players take to a series of pseudo-historical scenarios where famous battles and duels are described. Players are then assigned roles as important commanders in these battles, and are tasked with individual objectives within a larger army. Players will largely spend their time commanding smaller parts of an army to achieve objectives using their voice to give directives, but will also engage in direct fights with enemy commanders. Attacking is a little more complicated; to represent personal stamina and emotion, the player must scream as loudly as they can while they swing in order to unleash attacks with their maximum potential. The idea behind this is that as players scream repeatedly they will eventually tire out their voice, and representing a persons stamina, this will mean that over time, their swings will weaken.
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It's said that when you butcher a lamb, if it sees the knife coming it panics, and the panic taints the flavor of its flesh, spoiling it. So it is with people, as you discovered. Only it tainted much more than that.
Growing up in an orphanage discreetly purposed for the raising of human cattle. You saw the knife coming, they saw you see the knife coming, and you remember their words; "Be careful, or the meat will spoil!" It was time to run and you did, they weren't prepared for an escapee because nobody ever ran before, nobody saw the knife coming but you. Now you're back and this time you're prepared, and so are they.
Use your knowledge of your home and your past as guidance, presented to the player in a short film that represents your life up until the present. You will use your memories of quotes and sounds to determine where your enemies are in complete darkness as you move through the first home you remember, looking to slaughter those who tried to do the same to you. The game is based around memory and rhythm, you will hear quotes from your caretakers as you remember their words, and hopefully remember how they tried to stop you the first time. When you remember their words they will attack you from the shadows to the rhythm of music. Reacting in complete darkness, you will time parries and other counters with the knife you took all those years ago, as you try to find the best way to return it to them.
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Driving the Story is a game about a number of short narratives that change the genre of the game depending on the initial choice you make. The game starts with the player driving through a city where they will pass a variety of hitchhikers, depending on who the player takes into their car, the relationship with that person will be different from the last, and the nature of the game will change.
As the player passes through a city they will be able to judge who they want to take into their car by slowing down and staring at the various hitchhikers. Not picking anyone up is also an option that contains it's own narrative and ending, but picking up any of the hitchhikers will drastically alter the dynamic of the game. For example in one scenario; the player will find their life threatened as a man steps into the passenger seat and places a scalpel against your neck telling you to drive to his directions and to not make any sudden movements, making any sudden movements will end the game with your death, the narrative will end and the player will be sent back to the road to pick a new hitchhiker, or the same one if they wish to try again.
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Shuttle is a series of minigames intended to be played across multiple monitors. Game-modes are decided by whoever holds the "shuttle" which is a circular main menu that can be flung like a ball in between the monitors of multiple players and caught by left clicking the object with a mouse.
The shuttle contains a ton of game-modes, ranging from racing games to sports games to anything a player can make, as the shuttle acts as a container for games that other players create using the free development kit that comes with it. By default the games are largely competitive, one example of the sports games included is ping pong, where players will use their mouse to smack a ball across the monitors competitively against one another. Another competitive game included is Death Race, where one player will navigate themselves from one end of the monitors to the other whilst players attempt to activate one time traps on them as they progress, killing the player if they time their activation just right.
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Open Mic Night is a social game heavily based around microphones as the name suggests. It is intended for up to 32 players, most of whom will sit in a room as players take turns taking to the mic in timed openings to tell jokes and stories to the audience of other players.
The game starts after a minute set up period where players can take their seats and speakers can prepare themselves. After this time the speaker will be given a time window determined prior to tell players something comedic, insightful, or some combination of both. Players act like judges, they can input approval for stories and jokes as they are told which allow speakers to accumulate approval points. A player that accumulates no points within a thirty second time period can be heckled by the crowd as their mics are enabled and if enough players start booing simultaneously, the speaker will be pulled off the stage and the next player will take their turn.
If a speaker accumulates approval points, they can spend these like currency in the lobby shop. This will allow players to buy cosmetics for themselves amongst other goods, acting as an extra incentive for players to perform well. The game also features more regimented game mode customization, where the subject of the mic night can be determined, and time windows can be adjusted. Players could choose to report on interesting news stories, act as narrators for live YouTube videos playing in the background, or participate in a rap battle with another player. The mic is open to all manners of taste.
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Face Off is a boss fighting FPS based around four ordinary players fighting one player who can modify the environment with VR and motion controls.
Players start the game by creating load-outs made of traditional primary and secondary weapons to suit their tastes while the player selected to be the boss will use their hands to shape the environment and place obstacles such as traps over the course of two minutes while everyone else sets up. Bosses will have varying abilities which will be subject to change every round as new players are cycled through the roll of the boss, but the underlying premise is simple. Every boss will have the ability to shape the environment into a weapon but using their shaping abilities to crush, block, and propel players way. The boss can extrude and delete parts of the world to make the lives of the other players difficult as they try to take down the boss.
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Plug n' Play is a fighting game about building a robotic brawler that is operated manually through programmed functions but also by operators physically pulling and plugging in cables to change the robots functions from the back.
Inspired by Rock em' Sock em' Robots, the objective of this game is to knock your opponents robot over, or to knock their robots head off. Robots are first built by players, players work with a template that must involve some kind of movement mechanism (such as caterpillar tracks or legs) combined with a power source, a body, and a head. Players then modify this template, adding weight to the places they want it, adding armor, arms, and weapons all within a set budget until they have a robot that they are happy with, then players fight them.
The robots back contains an assortment of cables that the players will have to continuously reach for, because the robot will automatically repeat any functions that are cabled to the robots power source, meaning to stop the robot from punching, players will have to disconnect its arms temporarily. The more functions that are running simultaneously, the slower they will all collectively become. For example, if the robot is running its walking, turning, and punching functions at the same time, a robot that is only punching will punch three times harder. Players will have to tactically disconnect and reconnect functions on the fly to make their robots effectively fight their opponents.
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Collapse is a puzzle/infinite climber game about collapsing the infrastructure of towers in ways that will allow you to climb them. The game gives players the ability to remotely burn through parts of a building in order to make it fall in specific ways, with challenges increasing in difficulty, giving the players fewer chances to cut the buildings infrastructure and requiring the building to be traversable in less moves as the player ascends higher and higher through an infinite line of towers.
As the player progresses, people will attempt to pull the player off the building to stop their ascension into space, causing the player to work against the clock whilst relying on their understanding of physics and limitation to guide their continued ascent. Failure will be caused if the player either falls off of the building, or if the building collapses on them.
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The Machine Whirred to Life is a puzzle game about moving objects while you cannot see them. The player can either make objects mobile, or cause them to continue being mobile by shutting their eyes.
The player finds themselves trapped in a cage within a massive mechanical construct that seems to have been lost to time due to the amount of rust and general decay. Due to an incredible fatigue the player shuts their eyes briefly to hear everything moving in unison around them along with the cage that once trapped them. This game focuses on platforming and shutting your eyes, forcing the player to rely on sound and predicted timing to determine when to jump and when to look at the world around them. Different objects will make distinct sounds as they move in specific ways, and the player can learn what this information means, using it to make a clear path ahead of them and solve their way through rooms of seemingly impassable debris and hazards.
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