Género: Novela Visual

Plataforma: PC

Público Objetivo: Fans de narrativas con narradores poco fiables. Aquellos que desean ver la vida desde la perspectiva de una persona con ansiedad. Proyectado a ser 17+.

Descripción del Juego: En “Try not to Die today” tomas el rol de un estudiante universitario, y tu único objetivo es sobrevivir el día. Sin embargo, llamar al protagonista un “pesimista” es subestimar lo negativas que son sus visiones del futuro.

Cada opción que te da el juego, no importa lo simple e indoloras que sean, serán acompañadas por narraciones y texto entre paréntesis que harán a las mismas sonar mucho más peligrosas de lo que realmente son.

La música del juego, aunque usualmente tranquila, será acompañada de sonidos de fondo que harán al jugador sentirse presionado y ansioso a la hora de tomar una decisión. Un gran ejemplo de lo que busco es (https://www.youtube.com/watch?v=F8uux7Z_8N8).

En cuanto al arte del juego, éste tendría un estilo 2D dibujado a mano en blanco y negro, que pareciera hecho con crayones y papel, parecido al utilizado en Omori.

More submissions by RafaAltamiranda for GAME 1100 AGO 2024

Género: Simulador

Platforma: PC

Audiencia Objetivo: Gente masoquista, fans de la música de elevador, fans de juegos como ‘Get Over It’.

Descripción del juego:

En Hellevator tomas el rol de un diablillo en el infierno, cuyo castigo por vivir una vida de lujuria y engañar a su esposa 104 veces es trabajar como ascensorista en un edificio de 104 pisos.

El gameplay del juego, al igual que el trabajo de un ascensorista es tediosamente simple: Presiona los botones correspondientes a los pisos que desean ir los huéspedes (los cuales serán representados por una de las 104 teclas en el teclado), y evita golpear a los huéspedes más molestos y/o feos por medio de un minijuego que aparecerá aleatoriamente. Fallar este minijuego te forzará a empezar de zero.

Éste juego, al igual que el castigo del personaje principal, no tiene final. Ésta es tu nueva realidad. Disfrútala :)

La música de este juego estaría compuesta de una sola canción, una con un estilo parecido a las que se suelen escuchar en un elevador, como por ejemplo: (https://www.youtube.com/watch?v=leEQ3nz8O-I).

En términos de arte, el arte de Hellevator estaría inspirado en el arte de series animadas para adultos, como Futurama.

Genre: Beat-’em-up / Resource management / Cooking game /Comedy

Platform: PC

Target Audience: Fans of cooking games, Those that like seeing cute characters do and say questionable things, those that’d love a new twist to the cooking-game genre.

Game description: Knuckle Sandwich is a game where you play as a grizzly bear, who is also a former martial artist in a fantasy world that has dedicated themselves to making and serving food in a local tavern.

Since refrigerators haven’t been invented yet, and you had to sell your hunting equipment to afford the restaurant building, you have no choice but to start each day off by foraging and hunting to get the main ingredients for the day’s meals with your “bear” hands. The game would take place over the course of a month, and the primary goal is to make your customers as happy as possible.

The gameplay loop for each day would be divided into three sections: the resource gathering section, the cooking section, and the town-exploration section. The first two phases are self explanatory: You get the ingredients you need for the day in the gathering section, and then use them to make food in the cooking section. That being said, the exploration section is where the game gives you one of four options: Ending the day right then and there, letting you keep any unused ingredients that don’t spoil overnight, walking around town and interacting with NPCs ,or going back into the wilderness to scout out where more delectable sources of ingredients could be hiding.

The music would feature a fast-paced, but still comedic style of music, that reflects both the frantic nature of the food industry, as well as the comedic tone of the game itself. A great example of the kind of song I’m looking for is: “Polka Face by Weird Al Yankovic” (https://www.youtube.com/watch?v=MRJILK3NxSM).

Artstyle-wise, the game would feature heavy inspiration from Sanrio’s cutesy and cartoony designs, which would help add an extra layer of comedy to the game’s chaotic world.

Género: Misterio / Simulación

Plataforma: PC

Audiencia Objetivo: Fans de juegos de misterio, aquellos que disfruten de las novelas de detectives, fans de juegos de deducción como Clue.

Game description: En Death did us Part, juegas como un detective, el cuál está encargado de descubrir quién asesinó a su esposa, cuyo cuerpo encontró en el comedor de su mansión. El detective no estará trabajando solo, ya que tendrá la ayuda de los espíritus con los que solía comunicarse de pequeña.

La interfaz de éste juego sería una mezcla entre diegética y espacial, y tomaría la forma de fantasmas caricaturescos que señalan lugares de importancia apenas te acerques a los mismos, además de ser parte del menú principal y del menú de ajustes.

Éste juego tiene una historia plegada. Dependiendo de qué pista encuentres primero, el resto aparecerá en lugares distintos, y tendrán una reacción y explicación distinta por parte del detective. Sin embargo, independientemente del orden en que encuentres las pistas, siempre habrá la misma cantidad de pistas, y el asesino seguirá siendo la misma persona.

En cuanto al arte del mismo, ambos estarán inspirados en las películas de detectives en blanco y negro. Completo con los blues suaves que suelen acompañar a las mismas. Un ejemplo de la clase de música que busco es “Forgotten Moments, de Skullgirls 2nd Encore”
(https://www.youtube.com/watch?v=4Z8ztmQaqtY).

Genre: Horror/Simulator

Platform: PC

Target Audience: Those who want a scary twist in their fashion-designing games. Fans of psychological horror, and unethical experimentation. Fans of monkey’s paw-style storylines. Projected to be 18+.

Game description: What do you think could be considered “Beauty”? …and how far will you go to achieve it? The Eternal Beauty Salon is a game where you play as a fashion designer in an urban-fantasy world, tasked by a mysterious and ominous client to create the perfect dress. Unlike most fashion designing games, this game forces you to obtain and/or create the materials for the dress yourself, rather than giving them to you.

The twist here, however, is what you have to DO to turn things into the required materials for each dress. Some of your ingredients might be a little more… conscious than you might like. But in the end it’ll all be worth it. All the pain and suffering you cause will be enough to finally pay off all your debts… right? Just a few more goblin eyes… and this will all be over.

…wait, where was I? …ah, yes- music. The music for this game would, like most horror games, inspire a sense of unease within the player, but also inspire a sense of awe and beauty, kind of like what the song “Dream’s forbidden depths” from Mario & Luigi Dream Team inspires in its listeners.
(https://www.youtube.com/watch?v=50mDp_idRH4).

Artstyle-wise, the game would feature a 2D Cartoony-looking artstyle, akin to the one used in JelloApocalypse’s animated Youtube series: Epithet Erased

Glittering Payback

Genre: Turn-based JRPG

Platform: PC & Consoles

Target Audience: Fans of Magical-girl anime, those that love introspective narratives and character drama, fans of the Mario and Luigi RPG style of gameplay, and me :3 (Projected to be 17+).

Game Description: Whenever the world is in imminent danger, five girls are chosen to become the world’s defenders… but is that REALLY what they should be doing with their power? Why “defend” a broken world… when you can drag it down with you?

In Glittering Payback you play as Frilla, a jaded and exhausted retail store worker who, out of nowhere, was given the powers and duties of a magical girl by a talking cat. The other Magical-Girls the cat’s chosen are all ready and willing to throw their lives away to save others… but Frilla, having seen the worst sides of humanity during her time as a retail worker, isn’t entirely on board with the idea. Will her new friends rekindle her hopes for the future… or will she ditch her duties to “get even” with the city that broke her dreams?

Gameplay wise, Glittering Payback would feature turn-based combat, and a party of 4 characters, counting Frilla. That being said however, each party-member would have a designated button for their attacks, similar to the Mario and Luigi series of RPGs.

A defining aspect of this game’s combat is the total absence of healing items. The only way to heal is through “the intense rush of emotion brought about by combat” (landing attacks). Each attack would also feature a unique input pattern that, depending on how well it's executed, increases the damage dealt by the characters.There would also be unique special team-attacks where two party members team-up for an attack that deals more damage, but doesn’t heal as much as regular attacks do.

The game would also feature various sections where Frilla’s forced to go on her own, during which the player would have an optional “retribution” task to complete. Depending on how many “retribution” tasks are completed before the end of the game, as well as other factors, one out of 3 endings will play out.

The game’s soundtrack, though varied, would mainly feature pop and rock music, much like an actual anime. A great example of the kind of vibe I’d be looking for is the song “Wildcard by KIRA”
(https://www.youtube.com/watch?v=v1TaIfKctPo).

It should come as no surprise, but much like the main party, the game’s artstyle would take heavy inspiration from magical-girl anime like Sailor-Moon and Symphogear, and an animated UI akin to the ones found in the Persona series.

A villain’s bucket list

Género: Puzzle/ Hack-and-slash.

Plataforma: PC y consolas.

Público Objetivo: Fans de los juegos hack-and-slash, Aquellos curiosos sobre lo que pasa después de que un villano gane, fans de “caricaturas del sábado por la mañana”.

Descripción del Juego: En este juego, tomas el rol de un supervillano que, después de conquistar al mundo y “deshacerse” de la amenaza más grande a su poder, decide completar su lista de últimos deseos, la cual había hecho como respaldo en caso de fallar en su conquista mundial. Sin embargo, a pesar de haber “conquistado” el mundo, la cantidad de criminales y alborotadores que liberaste para llegar a tu trono harán el completar esta lista mucho más difícil de lo normal… y eso sin mencionar a los amigos y familiares del héroe al que “eliminaste”, que buscarán “regresar la paz al mundo” o vengarse de tí.

El gameplay sería relativamente sencillo en términos de mecánicas. Cada acción en la lista representa su propio capítulo, el cual incluirá varias áreas de combate, un minijuego o puzzle exclusivo de cada capítulo, y un jefe. El orden de estas secciones variará por nivel, pero no habrá ningún nivel sin estos tres aspectos clave… excepto quizás el final.

En cuanto al soundtrack del mismo, este estaría enfocado en el uso de instrumentos que uno puede apreciar en canciones de género jazz y/o swing, que iría de mano tanto con la estética del villano al que controlas, como las situaciones caóticas y cómicas en la que se encuentra el mismo. Un excelente ejemplo de lo que busco es “Underwhelming Battle”, hecho por el artista PlasterBrain para la serie animada “Epithet Erased”.
(https://soundcloud.com/plasterbrain/underwhelming-battle).

El estilo artístico del juego sería similar al utilizado por juegos como Megaman Legends: Un mundo 3D en estilo low-poly, con diseños caricaturescos e inspirados en el anime.

Genre: 2D Fighter/Social Deduction

Platform: PC

Target Audience: Fighting-game fans, fans of social deduction games like among us of Werewolf, those that want to see a new take on the fighting-game formula.

Game description: In The Tourney Incident, you and 7 other players take the role of skilled fighters who've been tasked with participating in a martial arts tournament, while also trying to find and capture a criminal that’s trying to sabotage the tournament for their own benefit, who would also be controlled by a player.

The gameplay loop would be divided into two sections: Tourney sections and Investigation sections. During tourney sections, two players will be asked to walk into an arena for a combat section, while the rest would be in their Investigation Section, during which they can either choose to watch the fight, or walk around the tournament grounds in search for clues to the saboteur's identity. Combat would also be possible in the investigation section, but the only one that can trigger it is the saboteur.

Each clue would be scattered around the tournament grounds randomly, and it's the saboteur’s job to find them first and hide them while also performing a set of tasks that would both ruin the tournament and kill everyone within.

Once the match is over, another two players would then be selected, until either the saboteur destroys the tourney from within, or a winner is decided through combat. Though fighters will heal back to full health after each match in the arena, damage from combat in the investigation section will not heal, and will carry over to a match if one of the participants is called over to the arena.

The ‘good guys’ win if either the saboteur is found and defeated outside the arena, or if the tournament is completed normally. The saboteur, meanwhile, can only win if the tournament’s destroyed.

There would be a total of 8 characters to choose from, each one with their own unique combat styles, and benefits for the investigation section.

In terms of music, the game would feature a fast-paced and almost primal-sounding soundtrack, to reflect the wild nature of the combat found in both sections of the game, like the song linked below.
(https://www.youtube.com/watch?v=Y0X0LIRlt_4).

Artstyle-wise, the game would feature a heavy influence from 90’s anime like Dragonball and Sailor Moon, while also taking a lot of themes from fantasy stories for its character design.

The Light of my Life

Género: Puzzle

Plataforma: PC

Público Objetivo: Los fans de romances trágicos y amantes de los juegos de puzzles simples. Proyectado a ser 16+.

Descripción del Juego: En “Light of my Life” juegas como una lámpara de oficina que se enamora de una polilla que se encuentra atrapada en una mazmorra de cajas en la oscuridad. Tu objetivo es utilizar tu luz para guiar a la polilla hacia la libertad, para así tener la oportunidad de conocerla mejor.

Para jugar, solo necesitarás las cuatro flechas direccionales, las cuáles usarás para guiar a la polilla a navegar los rincones oscuros de la mazmorra de cartón en la que se encuentra atrapada. La polilla se mueve a un paso mucho más lento que la luz, por lo que se va a necesitar paciencia y astucia para hallar formas de visualizar las trampas ocultas de la mazmorra sin que la polilla las active.

La música de este juego sería suave y relajante, para complementar tanto la naturaleza estratégica y metódica del juego, como la tragedia inminente que implica el amor entre nuestros dos protagonistas. Un ejemplo perfecto de lo que busco es “Lillie’s theme, de Pokemon Sun & Moon” (https://www.youtube.com/watch?v=-t_C-CgJ-3A).

Tomando en cuenta la importancia de las sombras y la luz para el gameplay, el estilo artístico del mismo debería tener colores mudos y oscuros, como los reflejados en la foto mostrada abajo.

Genre: Resource Management / Visual Novel

Platform: PC

Target Audience: Fans of medieval settings, those that enjoy comedic visual-novels, and those that’d love to rule over a kingdom without the consequences doing so would have in real life. Projected to be 16+.

Game description: In “A king’s duties ”, you play as a young prince who has just been crowned king while your father goes on a quest to save a neighboring kingdom, even though you have next to NO idea how to even command your pet dogs. You’re tasked with keeping the kingdom you rule over from collapsing on the weight of its citizenry’s stupidity, while also keeping them unaware of your own lack of kingly wisdom.

The game would feature a popularity meter and resources to keep track of. Almost every decision you make will cost resources, and will alter the people’s perception of you, be it in a positive or negative way(Filling or emptying the popularity meter respectively).

Though there WOULD be an option to save and load, the player will have to manually activate it through the settings menu. In its default state, every option you make is permanent, and you cannot take it back… no matter how unfortunate or embarrassing its consequences turn out to be.

If you either run out of resources, or the people grow to despise you (the popularity meter is empty), you will become the catalyst of a revolution, and likely face life-ending punishment for your misdeeds. Keep the people happy enough until your father’s return in 2 months, and things will return to normal as you return the throne to its rightful owner.

Though fairly obvious given the setting, I imagine the game would feature a medieval style of music for its soundtrack, like the track linked below.
(https://www.youtube.com/watch?v=bF-ayUbGtu4)

Artstylewise, the game would feature a cartoony, hand-painted look, as if you were playing through a fantasy book… except with a mildly sillier premise.

Género: Juego de Ritmo

Plataforma: Consolas y PC

Público Objetivo: Aquellos que desean ver una nueva perspectiva en el género narrativo cyber-punk, fans de juegos de ritmo, y aquellos que les agrada la idea de ser un robot cocinero que no puede parar de bailar. Proyectado a ser de 13 en adelante.

Descripción del juego:

En Shakin’ & Bakin’ tomas el rol de un robot cocinero en una ciudad dystopica. Por una falla de fábrica en sus procesadores, el paso al que robot cocina es dictado por el ritmo de la música que suena en el restaurante ese día. El objetivo de este juego es brindar el mejor servicio que puedas a los clientes por las dos semanas que le ofreció el dueño de la pastelería.

Para jugar, solo se necesitan flechas direccionales (o joystick en el caso de consolas) y cuatro botones, los cuales el jugador puede designar en los ajustes del juego. Cada botón corresponde a uno de los cuatro ingredientes del día, y las flechas direccionales se usan para preparar los ingredientes de diferentes maneras, como por ejemplo hornear galletas, o batir malteadas.

Por supuesto, como todo buen juego de ritmo, cada pulsación de botón deberá realizarse al ritmo de la canción, la cual va a cambiar dependiendo del día de la semana. Mientras mejor sigas el ritmo, mejor va a quedar la comida que prepares. Si no sigues el ritmo correctamente, la comida va a quedar menos apetitosa… y el dueño del establecimiento tendrá aún más incentivos para deshacerse de tí antes.

Entre niveles, también habrá cinemáticas con ciertos clientes, en las que aprendemos más de ellos, del robot, y del mundo que nos rodea.

El juego tendría un total de 7 tracks para los niveles, que van a variar en género musical, pero no tanto en “vibra”. Cada canción daría un sentido de alegría y ganas de bailar, para demostrar la alegría que siente el robot haciendo su trabajo, a pesar de lo deprimente que es el mundo fuera de la pastelería. Un ejemplo de la clase de música que tendría es “Uta No Sumu le: Maison Hatsume, hecha por Mitchi M.”
(https://www.youtube.com/watch?v=buRFjDSIu4o).

El estilo artístico sería un estilo caricaturesco y adorable, con colores mudos en abundancia. Parecido al arte comúnmente vista en tiendas de café y pastelerías (como el ejemplo anexado debajo).
https://www.pinterest.com/pin/461759768063606073/

Genero: Beat ‘em up

Plataforma: Consolas y PC

Público Objetivo: Fans de juegos de acción, y aquellos que les encanta ver lagartos gigantes destruir cosas. Proyectado para mayores de 13 años.

En Sir Stomp-a-lot, juegas como un lagarto del tamaño de un rascacielos con un casco de caballero en la cabeza llamado "Sir Stomp-a-lot". Tu trabajo es destrozar y pisotear tanto como sea posible, de la manera más “cool” posible para el entretenimiento de tus amigos monstruosos.

Cada botón de tu controlador es un ataque y puede generar combos de ataque elegantes si los presionas en el orden correcto y en el momento adecuado. Realizar estos combos también aumenta tu medidor de estilo, que determinará la puntuación que obtendrás al final de cada nivel, siendo D la puntuación más baja y S la más alta.

Al final de cada nivel, te enfrentarás a un equipo humano diseñado específicamente para intentar detenerte. Estos a menudo toman la forma de mechs gigantes estilo Power-ranger y/o algún que otro héroe con superpoderes.

La música de este juego sería principalmente música folk-rock para invocar una sensación de poder e imparabilidad en el jugador, mientras mantiene la tontería de un caballero-lagarto gigante rompiendo cosas porque cree que es genial. Un buen ejemplo de la sensación general que tendría la música es “Shoot the Moon, de Voodoo Glow Skulls” (https://www.youtube.com/watch?v=-dy74BELZqw).

El estilo artístico que imagino para este juego sería arte de píxeles en 2D con algunas ilustraciones de estilo anime para menús y cuadros de diálogo, similar a lo que encontrarías en juegos como River City Girls. (Vea la imagen a continuación, que es una captura de pantalla del juego tomada para un artículo de revisión del sitio web OperationRainfall, también vinculado a continuación).
https://operationrainfall.com/2019/10/08/review-river-city-girls/

Genre: Bullet-hell / Boss-rush

Platform: PC

Target audience: Fans of action-comedy anime, Bullet hell-fans and people that just wanna play as a samurai that chops monsters down. Projected to be 16 and up.

Game description:

In Soul Slayer, you play as a Samurai who’s tasked with teaching the evil spirits that are terrorizing your home a painful lesson they’ll never forget: Dont. Mess. With. Your. SAND.

Armed with a Katana and your blinding rage, you set out to cut down the undead archers, ghostly gunslingers and twisted mages that DARED mess up the mindfulness garden you spent DAYS trying to get right.

At the start of the game, you’d be able to choose your Samurai’s gender and hairstyle, with new clothing accessories being unlocked after beating a level. To play, you’ll only need the directional arrows and an attack button, which you’ll be asked to bind yourself when you first boot up the game.

Each level would comprise a top-down scrolling section, during which you’d have to either dodge or cut down projectiles and face off against the projectile-based bossfight the previous dodging-section was themed/based on. To summarize, think of the gameplay like a bullet-hell version of the Mega-Man formula, with a level themed around the bossfight you’ll fight at the end.

Though each bossfight would have their own music style, the game’s soundtrack would mainly feature that'd convey the thrill of dodging around bullets the way the samurai with anger-issues you play as does. A great example of the “vibe” I’m looking for is Stand Unrivaled, from the Blazeblue Series (https://www.youtube.com/watch?v=HZBw-9VFIjg).

The art-style for this game would be mainly a 2D Hand-drawn Anime style, similar to Puyo Puyo Tetris’ cutscenes. (See image below, which is a screenshot of the game taken for a review done for nintenpedia.com, linked below).

https://nintenpedia.com/puyo-puyo-tetris-2-review/

Genre: Metroid-Vania, Exploration, Single-player

Platform: Console

Target audience: Those who love post-apocalypse stories and would love seeing humanity from an alien’s perspective. Projected to be 13+.

Game description: In Gone with the Waves, you play as an alien piloting a submersible mech with your sole mission being to explore the vast ocean of a planet covered in water, and report your findings to your superiors.

The entirety of the game would take place in a 2D underwater environment, with sunken and ruined remnants of the planet’s now extinct civilizations, and the muffled sound-effects to match.

The player character would be 2D, and highly customizable with many hairstyles, colors and pilot uniforms to choose from.

You can choose which type of mech your pilot uses at the beginning of the game, and while exploring you can also stumble upon stickers that you can choose to stick on it later. You can also choose to give the mech a different coat of paint during your playthrough, but you can’t change the type of mech once you’ve chosen one. Each mech type offers a unique playstyle, and is distinct from one-another in terms of appearance and abilities..

Movement would be done by tilting the joystick in the direction you’d want to go, and the mech would be able to attack enemies with a button press. Pressing the right bumper would also activate the mech’s scanning function, which would allow you to find upgrades and items of interest much quicker, as well as warn of any life-forms that may be wandering nearby.

There would also be sections of the game where you’re either given the option to get out of the mech or forced out of it, during which pressing the right bumper makes the pilot throw a stun grenade in the direction they’re facing.

The music for this game should inspire both awe and curiosity. Sure, almost everything in this planet is gone, but you never know exactly what you’ll find beneath the waves. Friends? Foes? Crabs? Who knows! A great example of what I envision for this game’s music is the track “Dreamy Somnom Labyrinth” from Mario & Luigi: Dream Team.
https://www.youtube.com/watch?v=A3DGBfXt6GY

The artstyle I envision for this game would be cartoon-ish, with notable inspirations from anime in its character designs, similar to the image below (Which is a screenshot from Shantae: Half-Genie hero, used in a review by Inven Global. Also linked below).
https://www.invenglobal.com/articles/703/810shantae-half-genie-hero-is-still-charming-as-ever

An 2D underwater metroidvania where you play as a small squid exploring the ruins of an old civilization as part of a college thesis.

The game would feature tricky puzzles, nifty power-ups, and an ocean of secrets to unveil and colorful characters to meet.

GAME 1100 AGO 2024

Short game ideas for Game Design Class

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