For this game idea I took inspiration from the Metal Slug series and Audio surf. This game will be a 2D runner/shooter hybrid. You play as DJ-Tron 9000, armed with your bass cannon you must traverse the disco club themed world and blast away any enemy in your path. With the main fantastic feature being that you can plug in your own music and play it through the game, this music will affect the speed, health and damage of DJ-Tron 9000.

Damage dealt by Dj-Trons bass cannon is determined by the bass of the current music being played by the player. This means that players will have to time there attacks to the drop of the bass and beat.

Health of DJ-Tron is determined by the volume of the music which is controlled by the player. This encourages the player to blast their favourite songs loud but not exploit their health/volume ratio least they suffer ear damage!

The tempo of the music being played affects the speed of DJ-Tron's attacks, projectile speed and movement speed but also affects the attack, projectile speed and movement of the enemies in the level. This means players who want to play fast intense music will have a more intense experience but players who want to chill out and play to some slower music c will have an easier time.

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

It's over. You're dead. You have died.

It's time to go. Your outstayed your welcome in the land of the living but something is holding you back. The events surrounding your death are a mystery to you but you know that if you want to get through Saint Peters Pearly gates you're going to have to figure it out.

In this final game you take control of a ghost that must solve puzzles and collect information about who you were and why you died. It is not clear whether it was an accident or a murder or even natural causes. You must also find out whether you were loved or hated during your life. The player will find themselves in levels that a still-life of an area for example home, workplace, school, church etc. While in these areas players must interact with objects and people to collect "memory puzzle pierces" which when found unlock a flash back to when you were alive.

In these flashbacks the player makes choices in certain social situations that decide what kind of person you were when you died. When all the flashbacks have been found the player will find out the twist of how they died depending on what they did in there flashbacks.


http://lifeafterdeathheavenandhell.com/wp-content/uploads/2014/11/NDE.jpg

This puzzle room will be a small living room with the theme of being haunted. Candles will be lit around the room (these will be the only light source) with an eerie radio playing gibberish and static. There will be strange and confusing paintings on the wall.

Each painting has a number on the back of it that is connected to a locked chest which contains the next puzzle. A voice on the radio describes the paintings in order of their number for the lock.

In the locked chest is a UV lamp which the player will use to see the "blood stains" on the walls, under the rug and on items. This will let the players see the next set of clues. The next challenge is to figure out that all light sources must be put out in order to see the glow in the dark message writing on the roof. Once a light source is switched off it can't be switched on again meaning the players will have to complete the rest of the challenge in darkness.

The writing will be in a cryptic sequence which players must figure out be using the Subtle messages displayed on the TVs different channels. Each channel hints at a number while being uniquely creepy. The players escape by figuring out the message on the roof and inputting into the lock on the door.

This game will be a first person, real-time base builder set in the distant future of the year 2000! The player fly through space using a jet pack with no real sense of up and down meaning the player can come up with some crazy space architecture.

This game will be more about building an aesthetically pleasing base than mining and fighting like in other space Sims. The game will focus on having good décor and Lots of retro futuristic furniture to fill the many liveable areas of your base.

Naturally a space station and those who dwell in it require power, food, water and Oxygen to function so there will be requirements that base sections you build must meet for example: an 02 garden the looks lush and welcoming but also produce food and oxygen or Exterior solar farm set up to look like an actual farm.

If there is enough room in your base for another inhabitant, an NPC might ask to move into your base and stay permanently. The can sell unique furniture or powerful upgrades to your base.

Players can be given the chance to move their base slowly through space from place to place or they can simple orbit a planet or land on a moon.

Disasters can occur such as meteor showers or solar wind storms which can damage your base and cause oxygen leeks! Space thugs can also loiter around your base and cause trouble until you shoo them off with your ray gun.

This game could also have multiplayer aspects where players could join each other's games and live in each other's houses.They could also share their house designs on social media.

https://www.pinterest.com/pin/430234570631577884/

In this game dark and twisted yet funny game you control a floating, magical alien brain that seeks to learn more about the lives of humans on planet earth (America 1960's Midwest town).

As the brain the player can controls a first person view of the brain floating around the town. While you are invisible to the townsfolk you must get close enough to people to warp into their minds and assume whatever they were doing at the time. For example take out the washing, cook diner, drive to work, and help the kids with homework and so on.

Through doing these simple things the alien brain learns about organic human relationships and develops an understanding of how regular people live their lives. While doing this you can uncover secret plots of murder and family abuse as well as learning about past trauma or partners people have had.

Ultimately this game is all about coming into the lives of a stranger and finding out so much about them by playing through their eyes and actions in small intermit environments.

http://www.thesleuthjournal.com/wp-content/uploads/2012/10/mind-control.jpg

In this game you play as the mad scientist Dr X-dre, your goal is create crazy new animals by splicing together the genes of different species of animals. The player can mix and match many different types of animals to create colourful and weird new animals such as rabbits with sheep's wool or cat-dogs.

The game is set in a lab where you control the doctor and his assistants like an RTS. Different types of cages must be kept in order to house different types of animal for example water tanks, terrariums or fortified cages. Lab equipment is used to combine traits from different animals.

Many animals must be bought to be used in experiments as they expire when they are melted down into genetic goo to be used in experiments. Common animals such as cats, dogs and farm animals can be bought from the market while more rare animals are more expensive and bust be bought illegally.

Dr X-dre will be given missions by various private and government groups to create specific types of animals, corporations will ask for animals that have some economic or medical benefit will government groups will ask you to create deadly new animals. Players will have to figure out which animals will need to be spliced in order to meet the requirements.

There are many hazards in the lab such as dangerous animals escaping and mauling your assistant or militant hippies trying to break into the lab and free the animals you paid for!

Players have a chance to create rare or legendary animals such Unicorns, Dragons, Minotaurs and many more which can be traded with friends online like trading cards!

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This game will be a 2D base builder where players control a humble Dwarven holdfast. They must expand their settlement above and below the surface of a great mountain. Expanding the settlement will lead to greater riches and challenges for example: expanding on the surface gets you access to certain resources and trade options with humans but will leave your settlement exposed to attackers while expanding underground is slower, safer and grants better access to mineral resources but digging too deep will lead to... unexpected consequences. (Finding goblins and Balrogs)

As you expand your settlement you will gain access to increasing powerful units and buildings for example: Throne rooms, Treasure rooms and steampunk automaton units.

The players can build buildings above ground and rooms below it. Rooms can produce workers and soldiers to gather resource's and fight off any threats.

Game Features

  • Fun base building.
  • Lots of Dwarves!
  • Cool Dwarven music to hum along to.
  • A lot of beards!
  • Could be a mobile game

Photo link: http://na.llnet.bioware.cdn.ea.com/u/f/eagames/bioware/dragonage2/assets/gallery/concepts/deep_roads-02-tunnel-p.jpg

You are an accountant who suffers from an extreme case of paranoia. Except in this case you are so psychotic that in your head people around are actually trying to kill you Five Nights at Freddie's style. This game will contain a lot of tension and built up jump scares.

You work in a dense cubical office. The atmosphere is bleak and sterile. You sit at your desk with an OCD level cleanliness. You have a Paranoia meter, to keep it down you must do your days' work, this means you must sends faxes, write emails, drink from the cooler and so on. Completing work tasks keeps your paranoia levels down. Having a low paranoia level is important to stop people from creeping on you and attacking you. When working in your cubical you must keep an eye on people coming, going and passing by your work station on either side of you.

You must regularly check each side of your cubical to reduce your paranoia because if left unattended people passing by will become (from your perception) increasingly hostile and monstrous towards you. For example they will start staring at you, whispering at you, following you around the office as you try to complete work. If the players paranoia level gets to high people will become horrid aberrations of their former selves. This will mean almost certain death for the player.

If a player dies from paranoid delusions they die from a severe panic attack and heart failure.

In this hilarious RPG you take on the role of an adventurer cursed by an evil techromancer. The maniacal villain has taken away your primary decision making skills and replaced them with the ability to speak in windows text box answers such as YES, NO, CANCEL or EXIT!

As you embark on this quest you must gather up loot and level up just like any classic RPG but with the added challenge of only communicating in yes or no answers. This core mechanic makes it hard to communicate with NPCs and deal with combat as well. For example the player may be faced with a bandit party they will say "hand over your loot!" to which you may say "CANCEL!" leaving the bandits in complete confusion as a windows text box appears above your head displaying your answer.

This mechanic also applies to dialogue trees making complex conversations about love, politic and war side splittingly hilarious while seemingly frustrating to other NPCs.

Game feature:

  • Funny dialogue.
  • Weird combat.
  • A whacky 4th wall breaking story.
  • Lots of C++ references!

Although I'm not big on fighter games I think one where anthropomorphic mecha castles duke it out over medieval France would be so sick.

Image two gigantic castle looking giants having fisty cuffs in the middle of a forest. Each castle has a unique architecture design with different wall and towers and windows. Some different designs for castles could be a stalwart German with a hammer that is basically a cathedral on a stick or a Japanese Himeji castle that has pagoda-like armour with a massive katana sword. Each of these castles are sentient and will have a unique personality matching the style of there architecture.

Other cool Examples:

  • A regal French castle all covered in flags with a massive rapier.
  • A gruff and ancient Nordic hillfort.
  • An exotic Middle Eastern fort that fires cannons.
  • A patriotic American civil war fort.
  • A suave, clean-cut Spanish castello.
  • And many more culturally diverse forts and castles!

The games combat mechanics will need to feel heavy and impactful (as if to castle are jumping around punching each other). There will be real-time damage on the fighters. As they lose health pieces of debris will fall off them and crash to the ground. When a player is defeated there castle will crumble to the ground. With this real-time damage mechanic player can lose limbs or feature of their castle (limbs and weapons) that will limit their combo set as they lose health.

(Okay this castle in the picture isnt really what its mean to look like, its meant to be standing upright okay!)

Photo credit:


In this game you control an ancient and evil Necromancer known as the Corpser who is hell bent on gobbling flesh and bone and add it to your body. You are armed with your trusty Staff of Mutilation which you will use to terrorize the citizens of an idealist 1950s suburban setting. The player's goal is kill people and collect up there "bits". These bits will be slapped on to the corpser until he becomes a walking talking pile of gore and corpses. Each level requires more bits to complete the level. Levels will have increasing amounts of resistance from cops, swat, army, secret service and finally government anti wizard squads. The game will be split into levels that has an increasingly urban setting with more population but also more cops.

There will be a disgustingly hilarious crafting system for upgrades and cosmetics that requires certain body parts to craft for example the player will need 25 units of small intestines to craft a gory turtle-neck sweater or teeth and spines to craft a bony mini-gun that fires teeth.

These body parts can be collected accurately by killing people in the right way for example exploding someone is an easy kill but will not yield many rare body parts so headshots preserve most organs while leg or arm wounds will not yield many bones.

Photo credit: https://s-media-cache-ak0.pinimg.com/736x/3c/f6/ad/3cf6add6af36ff12808c56f925092e2b.jpg

In this fun mobile game you play a collector of antique devices and technology. You have recently come into possession of a rare PloXboX 420 gaming system but alas the one of a kind power plug is missing! So naturally you go on a blood fuelled rampage through the neighbourhood invading people's homes and tearing there devices out of their sockets.

Once you have found what seems to be a suitable plug you must find a way to connect the plug to the console. However the console cannot be moved so the player must find enough cables to connect up to traverse their way back to the player's house. This is made harder by the fact that the police are trying to arrest you for breaking and entering! So now you must find enough cable and avoid cops!! On top of this there will also be random events that will cause your cables to get disconnected!

Gotta skin 'em all!

In this hilarious Pokémon parody you play as a big game hunter on a mysterious world full of amazing magical animals that each have special abilities and evolutions. Your goal isn't to make friends or tame them, you're here to mount their heads on the wall of your spaceship/trailer home.

This game will have a combat system much like in the newer Pokémon games. But instead of duelling trainers you will be tracking and killing Dangerous and rare Trophymon and selling their precious magical body parts to a lucrative black market. The player will receive missions to acquire exotic and rare animal parts for the black market such as Squirt-turtle glands that aid male infertility, Char-lizard scales for spice or Pike-chu cheeks to power spaceships. Legendary missions may be issued to retrieve gems from the forehead of Pur-shen cat or black pearls form a coy-oyster.

The player can collect these rare materials for themselves and craft armour and weapons to help them fight higher level Trophymon.

photo credit: http://arvalis.deviantart.com/art/Realistic-Pokemon-Season-1-374441916

In this fun party game a group of players assume the role of random eatable foods stored in a kitchen. Their goal is to not be eaten by the single player playing as the hungry teenager looking to snack on anything and everything!

The foods must survive for a certain time limit while hiding in various spaces in the kitchen such as disguising themselves as an apple in the fruit bowl or an egg in the fridge. Foods have cartoonish features such as faces, arms and legs that can be hidden when in sneak mode. When foods leave sneak mode they grow arms and legs and can move around the kitchen. Since the hungry teenager is a teenager they have a hungry meter that they must keep full by eating constantly or lose the round to the foods.

Foods will hilariously scream and shout when caught and picked up by the teenager and are brutally eaten before the eyes of the other hidden foods.

Photo credit: http://i.imgur.com/FOo4bJf.png

"You know this can't be right. None of it can be real. Your family is too nice, the world is too bright, and the air smells too fresh. You must be in another simulation because this one is too good to be true"

This game is about realities within a computer. A vast set of simulations that your character must break through in order to reach the truth and find the real world. The problem is you have no idea that the real world really looks like. Even the most beautifully ideal worlds have some disturbing fault in them. Each world is a different reality containing a completely different set of rules and challenges from the last one. In each world you must figure out how to break down your surrounding and reveal the fabric of reality to escape deeper into the next world.

The challenges can range from disrupting an ideal world by turning it to chaos or find a glitch or cheat in the system to tear down the fabric of reality. Once enough damage has been done to the world or a large enough hole has been made the player can phase out and get a behind the scenes look at what's really going on much like levels in portal.

The player may not like what they find when the truth is revealed. They have and whether or not to stay in what is real or go back to a world of there choosing.

Photo credit: http://img14.deviantart.net/85de/i/2013/236/1/d/digital_sleep_by_t00xicpanda-d6jiyf9.jpg

In this game you play as a gung-ho, god fairing, muscle bound American General who is obsessed with airstrikes and destroying dirty commie scrum! What a great combination! You won't be using a radio or laser designator however. You will be using flares to mark your targets which means you will have to be pretty close to the strike when it goes down so run like hell!

The mechanics of this game will be centred on marking targets such as buildings and other obstacles and using them to make paths or bridges to the next area. The area that the player is in will always be short on space so the player will have to plan what cover to take before calling and airstrike. The airstrike will be complete accurate to where the player has thrown their flare so aim is all up the player. The game will have a physics engine similar to Besieged so tearing down buildings feel extra satisfying.

Photo credit: http://www.darkgovernment.com/news/wp-content/uploads/2012/09/napalm-strike-vietnam.jpg

This game is all about controlling and expanding a hive of honey bees. The game is centred on your hives queen. You must breed her with drones that have desirable stat levels and keep her safe from harm such as wasps and humans. The queen breeds worker and drone bees. Worker bees can be controlled in groups and are used to collect pollen from promising gardens sights they can also be used to build or expand your hive. Drones are a combat unit used to fight off predators and bees from other hives. They can be assigned to groups of workers to increase productivity, given guard or patrol duty around the hive. Pollen collected from workers can be converted into honey at the hive. Workers assigned to the hive will make honey which is used to feed all the bees in the hive. Honey is also used as money which the player can use to purchase upgrades for their bees to make them stronger or collect more pollen etc.

The game is controlled much like an rts where bees can be assigned to harvest pollen from flowers like minerals in StarCraft, and drones are used to fight off attackers. Disaster events can occur and will serious damage your hive if left unchecked such as hunger bears, wasps or disease.

The art style of the game is meant to be cutesy and cartoonish and portrays the bees as fluffy and buzzy :^)

You are a computer virus. But not any old virus. You are a super virus that can learn and think and infect software with ease. Your ultimate goal is to become a pyshical entity by taking over the internet and enslave the human race. To do this you will need to level up through infecting various devices, you will start off in a humble smart phone and work your way up through the software ranks!

Each device you infect will become a bot in your botnet. The botnet is vital for attacking higher levels systems such as businesses, government and eventually military computer systems.

The game will progress by infecting as many devices as possible to build up your botnet. The game play will be simple to a clicker game where the numbers that must be increased are the number of bots in the botnet and the amount of control you have over world affairs such as social networking, news, military installations and government systems.

You're a cannibal. You suffer from a terrible case of craving for human flesh even though your fridge is full of tasty real food. You live in an ideal neighbourhood where all the houses have nice gardens with picket fences and all the neighbours are good ol' friends. You are new to this neighbourhood.

The goal of this game is to blend into the neighbourhood. You must mow your lawns, tend your garden, attend social events and pretend to have a job. You must blend in to put their minds at ease as you act upon your true goal. Each week you must discretely kill and eat one of the neighbourhood residence. The player is rated on the discreetness of the kill, how little evidence they left behind, being without a motive (having them like and trust you) and finally the exquisite way you prepare them for the feast! Yes that's right there is a fun cooking mini-game in which the player must prepare the meat and invite all the neighbours over for a BBQ! Double points if you get the relatives of the victim to eat the meat.

Epistemophobia is the phobia of new information and learning, which unfortunately is one of the many phobias your character suffers from.

This game will be a 3rd person puzzle game where your character Phoebe has the extremely unfortunate complex of having almost every phobia known to man. This game aims to be educational as well as sad and a little bit funny as the player guides phoebe through various levels such as restaurants, dates, work place jobs and other public areas. The player will have to solve simple puzzle but with the added challenge of encountering a new and bazar phobia that makes the puzzle harder than it needs to be. Pushing phoebe too hard during puzzles will cause her insanity level to increase and will cause her to faint.

Each puzzle is centred on a particular set of phobias that phoebe will need to overcome in order to solve the problem. For example a level where she is going to a friend's party that has loud music playing this is when the player encounter acousticophobia (the fear of loud sounds) her goal loud be to act normal while battling her phobia.

The overall theme of the game is for the player to help Phoebe overcome her phobias one by one while educating theme about the strangeness and harmfulness of phobias in a persons life.

phot credit: http://www.deviantart.com/art/Do-Speak-Your-Phobias-414950307

The basis of this game is to be just a straight fun and progressive dungeon crawl with the goal of going down the deepest you can go while facing unique mini bosses on each level until you make it to your final objective. Hell.

The story of this game is that not about going to save your wife or your mum or anything. You just lost your trusty nokia 3310 down a drain and want it back. You make it your mission to traverse down the slimiest sewers, the deepest depths, the darkest caves, the blackest abbesses and finally make your way to hell and beat Satan how is using your phone now and calling all your friends and using up your minutes.

The game will be 3rd person action adventure where the player must make their way down various levels from sewer to bunker, mine, cave, ravine, depths and finally hell. Each with its own mini boss and unique mobs that increase in difficulty and change their tactics based on what level they are, for example the mining level will have crazed hillbilly miners that trough pickaxes and use dynamite, while the ravine level will be almost completely black with shadow creatures creeping up on you.

MDS GDV110 - 'One Game a Day' Assignment

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

daily from 2015-07-21 to 2015-09-11