Dungeon Defeaters

Game Requires:

Coin cards, 1g, 5g, 10g, 25g 50g

Class cards

Level tokens

Exp cards

Weapon cards

Armor Cards

Item Cards

Spell Cards

Map Cards.

Riddle Cards

Boss Cards

onster Cards

2D12

Attack/hp/defense/mana tokens (make your current totals obvious with a glance, could also be done with a pen and paper).


Description:

Dungeon Defeaters is a multiplayer board game about teamwork, strategy and memory. Players team up to try and find their way through a randomly generated (as you go) dungeon, battling different monsters which have different strategies attached to them as well as solving puzzles (either as a group or as an individual). They must work out together who should get the best equipment as there are possible penalties for switching it over later on.

The aim of the game is to defeat the last boss at the deepest level. In order to help achieve this, there is a simple exp system, a shop system, as well as an item/equipment system in the game with tokens to help keep track of stat totals as you progress. The stat system is the same as my previous games, but just to elaborate:

How the stat cards interact with each other:

Player chooses a class card at the start of the game.

Example Card (which wouldn't be used for copyright reasons):

You can see all the base stats on the card.

When the players kill a monster, part of its loot will be an exp card. This exp card will be collected, and when the party gains enough exp, they will all level together. Exp needed per level will be a simple formula, such as 100+ 20*level.

When players level they gain a level they gain the amount of stats as shown on the card. Players can keep track of this using the attack/defence/hp/mana tokens which are there purely for aesthetic/counting reasons. They are also used when players acquire equipment to keep track of total statistics.

Game play:

Players take turns taking a card from the top of the deck and placing it face up next to the deck/next to the previous card played simulating rooms in a dungeon. Rules stated on the front of the card must be followed by all players except if stated otherwise. Generally these cards will contain a description of the room they are in as well, which directions can be travelled after the card is placed and some sort of instruction to kill a certain type of monster or a riddle to solve or a special area, like a shop.


Example Map Card

Fighting:

Fighting consists of all players fighting all the monsters turn by turn. Order of turns goes player who just placed the card, then monster, then next player to have a turn, monster etc. Which monster attacks first is determined by dice-roll.

Player choices during the battle are much the same as in most rpgs: Weapon Attack, Spell, Item (only if it is held by the person trying to use it) and flee. With limited mana, certain spells are best used at different times on different monsters. For example, some monster might have a chance to cast a powerful AoE acid cloud that slowly hurts players, only then is his armor eroded, and a quick melee spell will wipe him out. Another example, is a stun on a squishy enemy with massive burst damage may prevent all damage for the fight as opposed to big wounds. It is up to the players to discuss and work out the best way to deal with each enemy as it comes.

Items:

If an item is acquired as a drop from a monster(these are determined by dice rolls and would be shown on the monster card itself), then the party must decide together who should get the item. Some of these will be obvious, in terms of equipment, a tank is better with more block, and an assassin would want the daggers with the high critical damage. However, other things such as a Cloak of vitality with +4 hp would be useful for literally anyone, same with potions. Giving other players already held equipment is possible, but a d12 is rolled and if it lands on a number lower than 3, the item will become broken in the exchange and discarded(Our adventurers are very clumsy).

Death:

If a player dies, they are dead for three complete rounds of everyone completing their turn before they are allowed to play again. This makes it significantly harder mid-fight where three turns may cause everyone to die. Player respawns with 25% hp in the same location as the others. If the party dies, that's game over. The players may choose to quit or pretend like it never happened and continue.


Possible extra mechanic:

n assigned Dungeon Keeper draws a map of locations moved to instead of placing cards in an array (instead they just get placed in a discard heap), then everyone but him takes turns placing them, while he can still actively participate in the campaign with a hero card, but cannot tell them where to go. The point of this, is that players cannot see where they are and can get terribly lost if they take a wrong turn, and they will inevitably run into more monsters making death very likely. In order to make this more scary, campfire cards would be included in the deck, and monsters would be buffed, meaning there is somewhere to restore all their health so long as they don't forget where it is.

Ezio Image from: http://www.hookedgamers.com/images/765/assassins_creed_ii/header_assassins_creed_ii.jpg

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

Traders is a puzzle sandbox. The aim is to build a fort (or whatever you want) using items that you can obtain from either npc villagers or other people. You start off with a random item (say, a paper clip), and then you must find someone who wants a paper clip to trade items with. By doing this, you may end up with an item with a higher value than the paper clip which you can then trade for something even better. Once you are happy with the item that you have, you may put it permanently in a place in your house area, or combine it with an item you already have in there in order to build something. In doing so, you may choose another random base item, or you may choose to start looking to trade using an item in your house area already. There is an obvious restriction of holding one item at a time, and it would be displayed above your characters head at all times. Deleting items is not allowed.

In order to stop people just putting any random item in their house in a heap, I would make a tiny restriction on the number of items allowed in a house which goes up when a new tier of item is reached. So say you had just started the game with a stick. You would automatically be able to store two items maximum within your house. You may choose to leave the stick in your house area right away. Then you may get a stone. You could combine the stick and stone together to get a hammer, or you may choose to trade away the stone and get a piece of lead and get a pencil. Either way, you create a tier 2 item, and your maximum allowed item slots in your house is now 4t.

Certain items built could come with bonuses to storage (like a book shelf or a container). Others could contain bonuses to random item received (like say after you have a tier 5 computer you automatically pick up tier 2 only).


http://qa.exportwashington.com/PublishingImages/Foreign%20Trade%20Representatives.jpg

Before you begin reading, I should point out that I myself have bad eyesight and this is in no way meant to be an attack on others who share this frustration.

It was just another day when adventurer "Anonymous" stumbled upon the entrance to a dungeon which had never been seen by anyone before. In his stumbling, his brand new pair of glasses fell off his face and into the chasm below, effectively leaving him completely blind to within a ridiculously short range of his face. To make matters worse, before he lost total vision of the dungeon, he saw that parts of the ground inside were at risk of collapse and might not support all his weight at once. Without being able to see the ground without being ridiculously close to it, he was left with one option. Thus begins the tale of the Literal Dungeon Crawler.

In Literal Dungeon Crawler, you control a character named "Anonymous" (or whatever the player decides is a cool name). Anonymous is drawn lying on the ground, moves super slowly in movement and can only see two squares in front of him (and so the player can as well). The player's goal is to reach the end of the dungeon where Anonymous's glasses can fortunately be found in tact, but along the way, the player will have to face a variety of different foes. To help with this, Anonymous can find a variety of spell books to learn spells from (he usually wears glasses so of course he's a Mage!). Some spells will help him sense enemies from further away, some will provide forms of CC and some will straight out damage enemies from afar. Anonymous is limited by a limited pool of mana, but this regens over time (lying down all the time is a good way to rest up). In time, Anonymous will gain access to spells to increase the ground stability, so he becomes more confident hobbling, and then standing up, increasing his movement speed and signifying his growing strength.

Literal Dungeon Crawler is top down, and inspired by the genre name "Dungeon Crawler" as well as my own limitations in life.


http://www.cliparthut.com/clip-arts/160/baby-crawling-silhouette-160667.jpg


What's in this? is a combination of "My Little Inferno" and food. In What's in this?, the player must combine an increasingly strange assortment of items together and try to guess the different combinations of food. Successful combinations will result in a high amount of gold received by the player allowing them to buy more items and create more combinations.

The idea came to me from watching Gordon Ramsay and when he does the Palette test in which he gets people to try guess food without looking at them. The game concept would involve a popular food or dish and then the player has to combine the food they think makes up the dish. Obviously it wont be the exact recipe but it will be a shorter simpler version. I.e Beef Stew would be combining Beef and Soup. Eventually the dishes the player has to try make will involve more and more ingredients and will increase in difficulty, however to balance this, multiple items can be used for the recipe, meaning that multiple combinations can make the same food item so there's more leeway to creativity.

It will be an easy to pick up game, however it will only be single player as I feel like this is a game that requires just one person. I think this will appeal to those who think they know their foods and recipes and those who like an easy to pick up game that can be played by almost any age.


http://theschnitzel.haus/images/menu/hamburger.jpg

Growing up one of the things I remember the most of being a child is that birthdays always seemed like a huge event, in reality they are but as a child you loved them more because you got presents, candy, a cake and of course games to play with friends. One of these games that I'm sure everyone has played was Lolly Scramble. That game itself was a simple throw the lollies on the ground and everyone would go nuts trying to pick up as much as they can. This made me think of a game I could create though it would take aspects of another popular childhood games which is an Easter Egg hunt.

My game idea is to have you play as a child, girl or boy and you have to locate and find a certain amount of candies before the time limit runs out. You're given a quick hint to where each of the candies could be and then you have to locate them using a third person view while controlling the child. Each stage would vary in size and the amount of things to find and the more levels you pass the harder the objects would be to find or get to. Say the first stage would have one in a dig spot that you dig at under a tree but then on level 5 you would have to push/pull some boxes, climb up onto a ledge then jump across to another ledge to get that candy.

The difficulty would rise but at the same time the game is marketed for a very casual player base so the difficulty will never reach the point of not being able to complete a game. I will also throw in the option to buy hints with the in-game currency. This currency can also be used to buy items such as a Lolly Locator or New Shoes (which make you move faster) which will help you clear levels faster and hopefully help you in setting a new time of completion which you can compare with other players or friends.

So in summary, my game is a collecting game battling against a clock where you relive one of your child hood games in a variety of settings with different challenges. The playability would be high thanks to leader boards that track your time so you could always aim to improve your overall score.


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http://cdn.shopify.com/s/files/1/0225/5397/products/pascalls_20scramble_large.jpeg?v=1381643890

Charles Darwin is known as the man who first theorised Natural Selection. Darwination is a game themed around his theories.

In Darwination, you play as an evil scientist who has accidentally created a new very basic microbial species called "Alkies" while trying to invent a disease to take over the world. The scientist discovers that by some miracle, this new species is capable of breeding the same way most animals do, only he realises that it would never be able to survive on its own, let alone be capable of mass destruction. Let the natural selection begin!

Darwination starts out slowly. You begin with a couple of Alkies in a petri dish with optimal conditions (otherwise this weak Alkies would die very quickly). This area is hereby known as the breeding area, and it contains a special section to place the specific two you want to breed. After a while with two Alkies in the breeding area, an egg will get laid. And then another. This is the first step Darwination; you must breed your own Alkies. Some will be stronger and some will be weaker than others in multiple different regards just by random chance (like animals in real life), and not everyone is made equal in terms of overall ability.

Once you have a small group of "Alkies" you can then place all but the parents into the "testing arena". At first this is just another petri dish with slightly less than optimal conditions, just enough to push most of your newly hatched Alkies over the edge, but some will survive! At this point a player should expect nearly all of their new alkies to die (sorry!). It isn't a waste though, because dead Alkies fetch a price on the market, and each dead one will be converted into money for the player to spend on upgrades and obstacles for the Alkies to endure or overcome. Also, the surviving ones are hardier and better suited for life destroying the planet. The player then drags two of the surviving Alkies back to the breeding area, and the game progresses the same way until the player ends up with a super smart, super powerful legion under his or her command.

https://thejefkins.files.wordpress.com/2013/11/bacteria-in-a-petri-dish-compressed.jpg

Tower Race is a 3D two player competitive racing game. In Tower Race, individuals are tasked with reaching the top of a tall round tower using parkour/action skills such as jumping, double jumping, wall jumping, rolling dashing etc. They can use anything from Assassin's Creed to Super Meat Boy movements to get to the top of the tower.

Along the way there will be hazards to avoid. Since player collision is turned on, so a good player may push their opponents into a hazard, although this would be tricky since the game is in 3D, and there's nothing to stop the players from ending up pretty far apart.. Hazards may include arrow traps, fire, spikes etc. Another hazard is time, since the procedurally generated scrolls upwards gaining speed as in a lot of scrolling chase games (the reason being that your reckless antics are making it weaker and unable to support people).

Controls would be done with arrow keys and space (to jump/perform an action). Single player mode may also be available, although then the player would have to race against several npc characters.Tower Race is ridiculously fast paced, so drinking absurd amount of energy drinks before playing is advised.

http://guides.gamepressure.com/assassinscreedrevelations/gfx/word/1750173687.jpg

George is a lazy student. George has left his really important assignment to the last minute. George normally goes to bed at 8:00pm. But today, George has only just started said important assignment, and it's already 8:30 pm. Join George as he attempts to fix his mistake and get the best grade possible.

"I've Messed Up!" is a simple game in which you are attempting to keep your main character nicknamed "George" awake and productive. The camera is focused from George's perspective the entire game; most of the time you should be looking at your paper, but George can (and will) get distracted very easily.

While the early game plays out sort of like a balancing game, where you have to try and keep George's focus centered on his paper, the game quickly becomes more difficult as George starts requiring things like Coffee (to keep his eyes open, and help you see where to focus the camera), real food to stop him shaking from the effects of the coffee, and even control over a fan to keep George at optimal working temperature.

Game will be played probably using mouse only, though some controls for things like eating food may prove to be more fun if they require keyboard input to carry out. Game is scored based on the grade you get at the end of the night (fast markers!). "I've Messed Up" is inspired by one of my dear friends, who isn't a lazy student, but knows the pain of having something to complete overnight.

Picture is roughly what it would look like when Georges eyes are closing,

image found at this website, then edited in paint:

http://graphics8.nytimes.com/images/2013/11/15/style/motherlode-essays/motherlode-essays-blog480.jpg

Your favourite (insert music genre here) band is playing in town, so you're in the club and everyone is packing around you, it's time to show them your sweet ragdoll-tastic dance moves! Using a bunch of different keys on the keyboard, control Ragdancer's individual limbs, collecting points as you pull off sick dance moves. Keeping in time with the rhythm is worth extra. Like, a-lot extra. And having the most points per round will earn you a free spot at the next venue.

Ragdancer has a few competitors on the dance floor. Luckily he can get rid of them by bumping into them and pushing them off the stage or otherwise disabling them by bouncing them into obstacles. Do enough damage and their limbs may even fall off! Note that rag doll gore is optional, and definately turned on by default. In later levels there will also be guards that Ragdancer has to avoid (or else they might knock one of his limbs off).

Rhythm Ragdancer is inspired by mutilate-a-doll (on Kongregate) along with common rhythm games. The game would be available on pc and touchscreen phones.

http://www.play-to-play.com/files/ragdoll-avalanche-2.gif

Plate Smasher is a stress release casual game designed for oculus rift combined with other hardware (such as wii-remote or some sort of hand tracker that can simulate picking up and dropping small amounts of weight). The aim of Plate Smasher is simply to smash as many plates as possible within a time limit. Smashing plates would be accompanied by a satisfying "smash" sound, and this is where the stress release part comes from.

As well as being rewarded with a satisfying sound, Plate Smasher will reward the player with plate shards to buy upgrades in order to add replayability to the game. These upgrades will include things that help the player progress in the game , a faster respawn for plates, different/more positions for plates on screen and maybe even a stronger/faster arm that catches up to your real arm faster. There are also some upgrades that are simply aesthetic such as different sizes and different materials that they are made out of (with different smashabiliy) and a variety of sounds.

Progression through the game is done purely by how many plates you can smash in a round. Once you get past a certain amount, you can fight a boss, which you have to aim the plates at in order to hurt. Rewards for killing the bosses include different locations where you can smash plates (ground, balcony, lake etc) and these locations could be in some order that makes it feel like a journey.


https://youarenotsosmart.files.wordpress.com/2010/08/plate_smash.jpg

"If hanging out with smart people makes you smarter, does hanging out with dumb people make you dumber?" - Quora.com

Why yes! Yes it does! At-least it does in Knowledge is Power. Knowledge is Power is an arcade(-yish) style game similar to the popular game "Agar". It has a few differences though (otherwise it'd be a copyright infringement). One important difference in Knowledge is Power is that it is not online.

But Ambie, I hear you ask, there are already plenty of games like Agar that are not online and many of them involve fish! How is yours different?

In Knowledge is Power you need to "hang out" with people smarter than you (as indicated by a slightly larger size and a green colour base) until you are as smart as them (they will be yellow and the same size as you). You need to do your best to literally cling onto them using the arrow keys as they try and escape you (by out-maneuvering you) and keep their own intelligence.

Once you have the same intelligence as your new best friend, they will continue trying to ditch you. This is because, so long as they are with you they can't befriend someone smarter than them and gain knowledge themselves. But there's a reason why you might not want to leave them yet.

Opposite to smart people are dumb people (as represented by a smaller size than you and a red colour base). These clingy people will attempt to hang out with you as much as they can and will consume your hard earned knowledge until they are as smart as you (or you are as dumb as them). There is a good thing about them though, stupid people make loyal friends. If you have been ditched by your smarter-than-you friend and have a lot of stupid people hunting you down, you can grab onto the smartest of the bunch. If they are close enough to your intelligence, they will quickly become yellow friends (the same intelligence as you) and will follow you around preventing stupid people from joining you. This works as a pause function for if you want to go afk, but it also allows you the freedom to find a smart person at your own pace without worrying about all the stupid. Then you can ditch your friend in order to join the smart one and voila, progress.


http://www.nicemobilegames.com/wp-content/uploads/2010/09/Fish-Food-Frenzy-app.jpg

The story of Sparkling Lemon follows a very young boy who would do anything to impress the also very young girl over the fence. When he overhears her say that she would like some lemon added to her drink, he sets out to deliver it. Unfortunately, since this boy is nothing more than a kid, after he picks a lemon from his backyard lemon tree, he finds out he cannot throw it over the fence since he is not strong enough. And since he isn't allowed near the road to go around the fence, (his mother is keeping an eye out over there), he has no choice. This young boy decides that the only way to get this lemon to this girl is using fireworks.

Luckily he knows just where to get it. His older late-teenage brother has been daring him to light fireworks for weeks (not wanting to get caught himself), so for each firework the little boy lights, he gets paid.

Gameplay:

Game starts off with a lemon attached to a sparkler. It doesn't go far.. Or anywhere, actually. But it looks pretty, and the boy earns some money. So he upgrades to a lemon attached to a whizzy thing you attach to walls. Still, doesn't do much (it's a little kid, he has no idea what was gonna happen with the lemon!) but it's at least moving on its own (sort of). Slowly as the game progresses you go through all those fireworks you used to love as a kid, up to the point where you gain access to one of those really big explosive ones you see in public displays on Guy Fawkes, which explodes a lemon and shoots just the right size chunk into the neighbour girls drink. The player can choose which ending they want - The girly-lovey-dovey one where the neighbour girl notices him, or the not girly one - Where the fireworks terrify her and her drink splashes all over her (my personal choice)

http://thumbs.dreamstime.com/t/tropical-fruits-lemon-image-49310380.jpg

http://www.feigonhamilton.com/blog/wp-content/uploads/2015/06/sparkleropener1.jpg

Merged.

Bamboo Jumper is a casual 3D platformer game designed for smartphone. You play as a tick, jumping up the leaves of a bamboo plant in order to reach the cute giant panda grazing on higher leaves. Lower levels will have heaps of leaves and plenty of opportunities to jump, where-as higher levels will require more skill due to having more gaps and smaller landing spaces. The gaps themselves are the only obstacle. The game world is 3D, meaning that the player will need to rotate the screen in order to see the leaves better at times, but the tick will automatically land if you change direction as you jump (video game physics at its' best ;] )

Movement is done using the motion sensor on the phone as well as the touchscreen.. With the phone held horizontally (this is obvious due to the layout of the game on the game screen), tilting the whole phone right will move your tick right, and vice versa with left. Holding your finger on the screen will charge your jump, and the player can release at any time during the charge (including right away) to use the jump command. Rotating the screen would be done by holding the very side of the screen to the direction you want to go, and if you change your mind about a jump when you already have your thumb/finger held down, you can cancel by dragging to this area too.

Rewards for completing a level include star ratings, and an adorable picture of a tick loving its new host (no gore, just hearts and smiles). The target audience is casual players and kids.

https://upload.wikimedia.org/wikipedia/commons/8/8d/Giant_Panda_Eating.jpg

<3 <3 <3!!!

Flight of the Bernache is a small promotional game built for hospitality company Accor that I would love to make at the end of my degree as a present for my current boss. Made for browser, and maybe smartphone, its main topic is Canadian Geese (as a Bernache is our company logo) migrating for the winter (symbolic of my leaving).

Its' camera angle will be top down with top to bottom scrolling, and its objective is to get as many geese as possible to the end of the level safely while collecting as many new geese as possible. Along the way there many obstacles that need to be avoided. Too simple? Then lets make it more difficult.

To add to the challenge, your movement speed is slower than that of many of the obstacles around you, so quick reactions are necessary. As well as this, each bird you pick up will become a part of the V formation that is true to Canadian Geese. This V takes up a lot of space, increasing the difficulty of dodging obstacles. If any bird hits an obstacle, it is a one hit KO. This is balanced by the fast that if any bird on your formation gets killed, any birds behind the dead one will move forward in the formation to take its place.

The art style for my game will have to be a bit simplistic, arcadey and abstract in order to account for my jobs' logos' art style which is an outline of a Canadian Goose filled in the same colour (colours change depending on which hotel, with mine being blue).

http://www.accorfranchise.com.au/about-us/the-bernache http://img-aws.ehowcdn.com/615x200/ds-photo/239/170/fotolia_12998616_XS.jpg

Bullet Bridge is single player game, built as a combination of a generic bullet hell game with a game called "Transformice". In Transformice, the object of the game is to get yourself and your team of 0-25 mice played by other people to a block of cheese and then back to the mouse hole by constructing bridges and utilizing skill in the form of jumping gaps, and making use of the terrain (wall jumping, using a balloon or trampoline etc). Only one person can build, this person is called the "Shaman", and their building range is limited to a small circle around their mouse avatar. Please note that in this game, lag can cause some major issues with building leading to some hilarious glitches in nearly every build (especially with New Zealand internet). I consider this a desireable mechanic since it adds to the challenge because what might have worked in the same map before might randomly screw up and create a new (SUPER BAD) obstacle for you to work around.

Bullet Bridge would contain no fodder enemies and would be purely about fighting bosses. By having two phases per boss, Bullet Bridge can make use of the unique Transformice Building system (without the time constraints) as well as a fighting mechanic. In phase one, the player would build a scene which would allow them to access boss weak-points and dodge bullets. In phase two, the player would get to actually fight the boss. The players scene would be unaffected by bullets which would go right through the scenery, as the player would quickly find out.

Since each boss would have a different fighting pattern and different weak points, Bullet Bridge would have an easy to access "suicide" button so go back to bridge building mode. The reason for this, is that telling the player about the boss strategies would be boring, and a lot of the fun of boss fights is discovering these for themself. But with no way of knowing that they're up against in phase one, mistakes will be made. As such, messing up on a boss fight will go without punishment and the player is free to retry as many times as they like. Killing a boss after building the scene from scratch would be rewarded with an achievement, fancy lights and some sort of passive bonus which doesn't affect gameplay too much (+0.5% movement speed for example).

http://www.rel.phatcode.net/Temp/Java2DBullets_screen.png

Computer Technician is a time management/educational game all about fixing peoples computers. Every game day, people will come in with different problems for their computer. Through usage of diagnostic tools you must quickly figure out their computer problems. Faster solving will result in a larger tip, and since progress is made by spending money on buying upgrades it makes progress faster.Upgrades include greater and faster diagnostic tools allowing the player to solve more computer problems. The game is also educational because I would research which problems to include in it by going to a computer repair store and finding out about their most common repairs and how to fix them.

Game is inspired by Papa's Pizzaria, a similar time management game. Computer Technician is designed for IOS/pc. Its target audience includes people who enjoy a challenge and want to learn how to be a computer technician. The art style will be similar to Papa's Pizzaria but will be better suited to computer-y people.

http://a2.mzstatic.com/us/r30/Purple4/v4/19/74/c6/1974c695-bd9b-e970-8fa8-cb60876276eb/screen568x568.jpeg

Pinball has been around for years and it is still very popular to this day. Whether on the computer or in real life, everybody can just pick up and play pinball, so to speak, without knowing any complex strategies and still have a good time. The simple pull lever and release the ball followed by hitting the bumper buttons so that you keep the ball from falling down the pit has stood the test of time. There have been multiple versions of pinball ranging from Addams Family theme to Batman and all of them have their own design and points system. For example in the Addams family one you may have a slide that goes to the graveyard that you get points from but in Batman it will be the Batpole so although they have a design that is similar they also have different look and feel to each other.

Now using the popularity of Pinball I want to make a Pinball machine that has other games built in that are triggered using the pinball board. One game for example is the follow the item under the cup, so how this would work in the Pinball game is as soon as you get the ball in that slot/hole/area on the Pinball board it would start up a game on the screen above the machine, where you have to follow the ball under one of the cups and then choose which one using the bumpers and the start button. If you got it right you could get a bonus ball, multiball or just extra points. If you got it wrong however the ball would be spat out without any bonuses. I would like to include other popular games such as Tetris, Snap, Blackjack, Slots and Rock, Paper, Scissors which would all reward different bonuses but still be played the same way by just using the bumper buttons and the start button.

My goal of this is to make a Pinball game that has other games built in so that you're playing more than just Pinball and it feels rewarding when you win a bonus game as it keeps your current Pinball game going. It could be both a real life machine and also a PC game with keyboard keys replacing the bumper and start buttons. The games although not original, are being combined with Pinball in what I believe would be the first time ever, allowing an immersion into Pinball while reliving other classic games and that's where I think the replayability could really stand out.

http://static.giantbomb.com/uploads/original/1/14036/787530-pinball8.jpg

This idle game is a parody of the idle game genre. It features a character called “Bob", who was so named because a quick google search revealed this is one of the most boring names. His name isn't the only boring thing about Bob, Bob runs a painting business, one that he must commentate at all times with sarcastic or unfunny responses such as “Gosh! Just one thousand more coats and I might be able to afford something new!", just to ruin your day..

Bobs' painting business doesn't leave a job half done; then again, it never leaves a job at all. The thing about idle games is, sometimes they can be unnecessarily repetitive (eg. each dagger increases our attack by one, so I'll build a thousand of them..and bury myself..and maybe the enemy is standing on them or something). We can purposely add this in our game since this is a parody. So Bobs painting company paints the same wall over and over again and never needs to move. Unnecessarily repetitive? Check!

Another thing about idle games is that you need to be able to upgrade your thing that you are doing. In this case, we're simply going to be able to increase the number of employees that are painting this wall with this colour and increase paint quality. Upgrades? Check!

One more thing about idle games is that there has to be more than one thing you can upgrade. It's like watching paint dry solves this by being able to buy different coloured paints, each one more expensive than the last for no apparent reason. More than one thing you can upgrade, each one more expensive than the last for no apparent reason? Check!

Finally, there needs to be some sort of rebirth system. Weeell, turns out I lied about the changing walls thing. Once in a blue moon Bob can sell his entire painting business to buy a new wall to work on. It goes without saying that since he spent every last cent on a wall, he needs to rebuy all the paint and paint upgrades again when he changes walls. Why would he want to do this? Well, Bob is a crafty one. Litterally, he can use chunks of fallen wall from his previous job (you didn't expect the average wall to hold all that paint without breaking did you?) and he can craft things that give him global lifetime upgrades that increase productivity in many different ways. Rebirth system that doesn't make sense but has to be there? Check.

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First The Worst, Second The Best, Third The Golden Eagle is the first game which takes less time to play than it does to say the name. First The Worst, Second The Best, Third The Golden Eagle is an online game for three or more players. The only thing to do in the game is to hit a big button in the middle of the screen within ten seconds. But uh oh! Not so fast! If you hit the button first, this is the worst and you don't get any points for that! The most opportune time is to hit it second, because second is the best, and in my game it's worth three points. Last of all is third - the golden eagle. This placing earns you one point but allows you to see when other people have pressed the button giving you a major advantage for the next round.

This game is designed for smartphone, or pc and would be a good way to settle turns in line or turns in a board game because it can't take more than ten seconds once everything's set up (depending how many rounds you want). This game was inspired by the popular childrens' phrase.

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There's been a catastrophe where a lot of people having been hurt and even more are missing. You play as a trained rescue dog who must track down people using hearing, sight and scent (which is visible like in Witcher 3). The story unfolds as you learn more about the event through finding evidence, and getting hints from victims around you.

The camera is at the dogs' point of view, in order to make everything a bit creepy since everything seems bigger than you. While this isn't a game for young children (the dark theme would scare them), it wouldn't be classified as a thriller/horror. This is meant to be an action game with alot of movement, and a lot of being a dog.

There aren't any controls besides movement and bark (which will get your owner to do something). The reason for this is so that you can concentrate on the searching aspect of it, as well as listening for any possible hints of people. Sometimes there will be action scenes (a scripted event like you come across a burning house with people inside), other times it will simply be looking around (a relief from all the action).

I envisioned this while writing as being 3D with "Witcher 3" type graphics, but 2D could work too (by using a lot of fog of war). In light of this, I don't have a platform for this game, or an art style.

Pictures of witcher 3 with wolf trail to the left. Scent is also portrayed like this but in the air.

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I am a huge fan of games that involve maintaining your own house/store/shop and in doing so it attracts more customers with demands. A popular game like this is Recetear which involves adventuring to kill monsters and get items to sell in your store. Now I want to take this concept but put a real life twist on it to appeal to the audience/market that like games like the Sims, where they control everything going on with a certain character/place.

My idea is that the player owns an Electronics store and must stock it with the right stock to appeal to customers that come in looking for something. You will have all the usual areas. (Dvds, Car audio, Cds, Movies, Games, Accessories etc). The customer will come in asking if you have a certain something and you find what you have in stock and sell it to them. You can choose to give them a great option of it for a certain price in hopes they buy it therefore making them extra happy but to a loss of income to you or you can do the opposite and sell them a budget piece of the same item so that you get more money back with the loss of possible happiness for the customer.

While you're trying to keep everything in stock and maintain your balances, you have to order parts and objects online which all have various time frames before they make it to your store which makes sorting your stock and taking good care of what you sell an utmost priority as you could give away all the good stock for extra happy customers only to not have an item a customer is demanding for a few days which causes them to leave your store and you losing anything they could have given you,

The goal of the game is to keep the customers happy which will spread news of your store and cause more and more people to visit which eventually ties into you making more and more money, the money is what you need to keep the store going with keeping stock stocked up and of course eventual upgrades which increase the room you have to put things and the quality of the things you sell which again give back a better investment.

The game never ends so its up to the player to decide when they think they've hit their goal. There will be mystery customers that can cause you too lose or gain massive amounts of happiness/money and there will be customers coming back with broken objects which you can choose to refund to make them happy at a loss of stock (assuming you still have the object in stock for which they want to replace). The player can design the store with its layout and colours therefore giving each store a real individual feel for who is playing it rather than being a generic store that every player has, to me this makes it a unique experience every time and no shop should feel the same.

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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