Streak Club is a place for hosting and participating in creative streaks.
Started 9 years ago (2015-07-20T12:00:00Z).
Ended 9 years ago (2015-09-10T12:00:00Z).
This is an assignment for Media Design School's GDV110 (Game Design Principles) students in the Bachelor of Creative Technologies and Bachelor of Software Engineering, located in Auckland, New Zealand.
If you're a GDV110 student and haven't been approved, it's because you didn't create your username with the proper instructions (firstnamelastname OR MDS username, including numbers).
Be sure to read the summative - each idea must be minimum of 150 words and include a picture aid. If it's not your own image, give your source.
The Summit is a 2.5D platformer in which the player is following in the steps of a mountaineering group which went missing after 52 days.
The player is a mountain ranger who is trying to find a party lost climbing one of the tallest peaks in the world. They must scale the mountain while retrieving all of the diary entries left behind. The player must ascend the mountain using their abilities to run, jump, climb, shimmy, and break ice. The player can run in order to move, quickly make their way through a section involving speed, or use it to avoid environmental hazards such as falling rocks or ice collapsing below them. Jumping can be used to traverse large gaps that don't provide any other way across, however the player must be sure of their abilities to make the jump before attempting it. Climbing is used to vertically ascend any wall that allows climbing. This will be shown by left over climbing equipment, or it will look different to the sheer ice wall that is more common throughout the game. Shimmying is used to move along thin platforms which the player can't run across, or fragile ice platforms that are too weak to run or walk directly across. Finally, the player can break ice once they find a pick upgrade left by the previous party. Before this moment the player can only use a shovel to clear snow in front of them, and any ice walls can't be broken. The player doesn't have to collect every diary entry left behind, but without all 52 the collection may seem incomplete, and will leave out key points in a video flashback provided by the collected pieces. The pages slowly reveal how one by one the party falls until the final writer of the diary gets to the top then gives in to the cold.
Images from: Retrieved on 10/09/15,http://dreamatico.com/data_images/mountain/mountain-1.jpgRetrieved on 10/09/15, http://squarefaction.ru/files/game/1898/gallery/9b3c3673a434e9832f189c3a84b6872d.gif
Amazing Studio. (1998). Heart of Darkness [Playstation Game, Microsoft Windows Game]. France: Interplay Entertainment, Infogrames Entertainment SA, Ocean Software.
This idea is being submitted as a PDF, as it is to big/long for Streak Club to process:
First Room
Inside the first room you have nothing but a Christmas tree, a cat, a doormat, and a lamp.
To escape the room you have to scare the cat into climbing up onto the wooden beam, when this is done the cat is more than likely going to knock down the light connector onto the floor. Once the connector is attached to the lamp near the elevator, it can be turned on to light up a section of the tree that needs to be broken off the tree. This piece of the tree is fake and has a hidden key inside of it. This key is used to open the door to move onto the next area.
Second Room
The second room is nothing but water and to open up the next door you have to use the previous key and also a key at the bottom of the water.
Third Room
In the third room you have to find a key in the trash can which opens up a small box that is hidden inside of a book that is on the shelf behind the couch. When this box is opened you will find a TV remote. Turning on the TV will reveal the location of another key that is hidden under the tree plant. This key is used to open up the door hidden behind the book case.
Fourth Room
This room doesn't really have a puzzle, the only difficult part of this room is catching a really fast cat that likes to run away from everything. This cat has the key attached to its collar which opens up the escape door. The couches are there for if you get tired.Escape Room
This escape room has five rooms that have doors that are obscured by other objects and must be found. The first door just needs to be found behind the couch. In each room there will be other items that can be found in the book shelf, the coffee table and other surfaces in the room that will distract the players as they will think they are important. There is also a window in the room that you can see through into the other rooms however it will be dark and hard to see, this will hint that there are other rooms that they need to get to if they haven't found the door yet. The next room has a wardrobe and other shelves again with unimportant letters that can be found around this new room. However if you open the wardrobe there is a sliding door at the back that you can open to get into the next room. The next room again has random letters with a bit of a back story but again they don't help you to get out. There is a door that is visible but needs a key to open that key is in the fish tank in the middle of the room. There is also a mirror at the opposite end of the room facing the door you entered from so that you see your own reflection in the mirror and scare yourself. There is nothing in the next room but a sink and another door, the sink doesn't work but there is a code that is needed to open the door. The code for the door is in the nozzle of the sink. The last room is really dark and the player must feel around the room. There is a sand pit in the corner that the players must go through to find the code for the main door and escape.
The idea of the room is that you are a team of campers wandering the forest and you stumble upon a hunting cabin. Seeing as there is nobody in sight and the cabin seems abandoned you go inside to take a rest. You start looking around and you hear the door shut on a lock behind you. Trying to open it yields no result, so you start looking around the cabin for the key. At the same time you start noticing something strange. The cabin's walls are covered with stuffed animal heads, but looking closely at one of them you actually notice that it is a head of a human with horns attached to it. You figure that this cabin is dangerous and you need to find a way out. You rush to the curtains hoping to find a glass to break but find it sealed off with a brick wall. At this time you do not notice that one of the bricks is in its place without the cement surrounding it. You could probably take it out if you wanted to, but you are too stressed about that human head you found, so you don't pay attention. If you would, you would find a construction order for the cabin, that would show a second room, that you obviously do not see right now. The room is hidden behind the bookshelf between the bed and the armchair.
There are some half-burnt papers in the fireplace. Taking a close look at them you notice a pattern. All of the papers are news cut-outs mentioning vanishing campers in the woods you are in, saying that nothing has been found, not even the bodies. Obviously the maniac is still roaming free.
You also notice a small trail of cement going from the fireplace to the sealed off window, and subtle signs of something being dragged under the carpet. Moving the carpet away you find several floor planks are out of pattern to the rest of the floor. Trying to nudge them yields results – you find a hidden niche underneath with some supplies – a flashlight, a gun with no ammo, a flat piece of metal, resembling a knife, but not sharp enough to actually cut anything and some more paper cut-outs, this time unburnt. In the cut-outs there are news of a suspect being found, but he escaped custody and has been missing since. The flashlight becomes useful, because the lights suddenly go out several minutes after you uncover the cache. The gun you put on the arm-chair in hopes of finding some ammo later and the piece of metal is left in place because you see no obvious use for it.
Going back to the fireplace you finally pay attention to the cement trail and find the loose brick. Following the clue you move the bookshelf and find the door, but it is locked and without a keyhole. You start looking for a button that would, perhaps, open the door but find none in plain sight. There is however one more place that you haven't checked yet – there is a very tall vase standing in the corner near the sink. You initially thought it was a trash bin, but upon trying to pick it up you find that it is actually attached to the floor. Using the flashlight to look inside you find that there is a small container inside. Using your hand trying to get it yields no results – the vase is too deep for you to reach. Trying the sink for water gives no result – the tap doesn't work, but underneath the sink you find a jug of water. You pour it into the vase and the plastic container raises just enough for you to grab it. Inside you find a remote with just one button. Reluctantly you press it, hoping for the entrance door to open. Instead you hear a click at the door that was hidden behind the shelf. Cautiously you venture inside to find all of the walls glued with paper cut-outs with news of people vanishing in the forest. Apart from that you see a table in this small room with bloodied tools, some formalin, and two more mummified heads. Nothing else in there.
Going back to the door and trying to open it again by force you notice that there is a mirror. You turn it over in hopes of maybe finding a key behind it, but instead removing the mirror reveals a breach in the wall with wires going from the door in the direction of the bed. Following the wires to the bed and under it you notice them going into the small room. The wires lead you to the table with the two mummified heads. You were reluctant to move them the first time you saw them, but now you decide to lift them up and find that a small part of the table-top can be removed, but you cannot do it with your hands. You then go back to the cache you found underneath the rug. That piece of metal might actually come useful, and it sure does, allowing you to pluck that wooden piece out of the table revealing a red button underneath. Pressing the button starts the alarm and a countdown, but before that you hear a loud click at the entrance – the door is unlocked and you can leave.
The end is an arena style game influenced by Garry's Mod. The game takes place in custom maps that may be designed by the player, the game works as if it were a game engine, allowing players to frequently and and remove items at will. The purpose of the game is to destroy the other player, but the way to do this is to generate objects such as tanks, catapults, cones, and cars etc and attempt to use them somehow in order to take out their target. The players could create car bombs, or catapults that fire houses, just total nonsense and mayhem combined with life-like physics. The players go at it but are only allowed a certain distance from eachother as if they get too close they both instantly die, this mechanic is used to keep both players at range and encourage smarter attacks from afar, utilizing weaponry such as catapults and guns.
The player cannot personally use a weapon like a sword or shotgun, they must use larger projectile like weapons to fire objects that would not normally be used as ammo. The players both have an object cap of 20 items per player on screen, so they must remove some objects in order to gain some different types.
The game reflects that behind all gaming objectives, and achievements lies the simple pleasure in creating absurd destruction as it is completely unrealistic, and that this game may help some players enjoy that simple fact.
In this game you are the owner of a mech shop where customers come to place an order for a custom mech. The player needs to collect parts and make mechs to the best of their ability and to what the customer has asked for.
If the player makes it to exactly what the customer wants then they could receive a tip or bonus parts.
Each part of the body will have its own mini game when being made that the player will need to in order for that part to be completed. If you play these mini games well then the parts will come out as very good quality if not then they will be bad quality.
There will be a small amount of free roaming where the player can search for spare parts in junk yards or search for metal to be melted down and reused.
Aim of the game is to be the best known mech maker and earn lots of money to upgrade your shop and the equipment.
Image source: https://www.pinterest.com/pin/411023903466316175/
In this Tumble Dry Runner players will be running in a tumble dryer where they must avoid hazardous bumps. Players can look around in the tumble dryer to see what is coming ahead of him. The player cannot turn around his character to run the same way the tumble spins however they can side step.
Players will be timed on how far they get in to the run. There will be more challenging obstacles with jumps being more consecutive and side stepping clothing which are much larger. Players can also pick mysterious items such as gold coins to help them on their adventure. This can go from higher jumps to faster side steps.
The player with the highest score will have it shown to the world. Other players will be motivated to be the best and try beat the time.
When a player is caught they will be caught with the tumble dryer and spin back to the main menu. The character model is a sock.
The narrative
You and your associates are having a meeting with the president. At some point during the meeting, the president apologies and says he needs to leave to room to relieve himself. Upon him leaving the room however, you hear a thump and sound of the door locking. Moments later a beeping commences. You look over the president's desk and see that the nuclear warhead codes have been activated and a 30 minute countdown has been commenced. You must stop the countdown and escape the room!
The puzzles
You will see on the desk [1] there is a number pad to enter the code to stop the countdown and a warning which informs the players that there are only 3 tries before the system locks. Upon searching the desk, players will come across the president's journal. There will be reference to the president's stash of secrets. The players must begin searching for this.
The stash will be found in a compartment of the couch after taking one of the cushions off [3]. This will be a safe with an electronic display. The players will turn on the safe and the display will ask the players to prove that they are the president by asking a series of questions using the pad to input. The questions include: When were you born; who is your favourite artist; who was your first love; and what is your favourite place (piece together then use book on shelf to find).
The information to answer these questions correctly will be found throughout the room. Birthdate can be found by looking through the calendar to get the date [8] and by finding an old birthday card on the bookshelf which shows the age [5]. The president's first love can be found by reading through the journal. Favourite artist can be found by looking at the back of the painting on the wall. Favourite place is found by piecing together scraps of a drawing. The pieces will be found in the desk [1], shelf [5], in the bin [9] and the dresser [6]. These can be put together to form the drawing. The players will then need to look through a book of places on the shelf to find the name.
Upon accessing the vault, the player will find drugs (fake) and scraps of paper inside with numbers written on them. The scraps correspond to the painting. When lined up in the correct places, the player will see that the numbers are arranged in a cross fashion. The player will have noticed before that along with the name of the artist on the back of the painting, there is also a quote which reads: “When your mind is addled; follow W S N E." This means the player the player must enter the numbers in the order corresponding to those directions West (left), South (down), North (up) and East (right). When the code is entered correctly, the countdown stops and the game is won. A 'spare key' found in the safe can be used to unlock the door.
Room mockup made with RoomSketcher: http://www.roomsketcher.com/
Wartime Luxury
In this escape room players will take on the role of survivors from World War III that has ravaged your town and most of the world (or whatever is left of it anyways…). You will run into this house in an attempt to flee from the corrupt militants that are trying to recapture you. You lose the militants but find out that the door has been jammed shut and cannot be opened. You must find a way out of this house without making too much noise, as militants will still be patrolling your area and will hear if you try to break down doors/walls etc. Every door in the house seems locked but there are clues scattered around that will help you figure out how to get out of the house quietly. (NOTE: you do not get out of the house through the front door.
You start off at the room with the welcome mat and you can see a lamp, a couple of couches, a shelf, a piano and a stool. When you start looking for clues you will look under couches/on the shelf/ under the mats and stools and you will start finding ripped notes that combined together to create a portion of a song which will pay homage to the previous World War II. Once you have all of the scripts and have arranged them correctly based on how they were ripped, you will play the notes on the piano (making sure you don't press any keys too hard to make less noise) and if played correctly, the door next to the piano will click, meaning that you have found the "key" to that door.
You proceed into the living room and you can see a big brown couch, another lamp, a TV set and a circular mat, along with two doors. Rummaging in the room, you will find more ripped scripts of another piece of music (that represents a homage to World War I this time). However you will quickly find out that not all of the scripts for this song are present, or you will attempt to play the piece and no doors will click open. The scripts you find are for later but you need to gain access to the other rooms to be able to collect the missing scripts. However if you have checked properly, you may be able to see or feel an odd lump in the couch's underside. This lump is actually a button and you will hear multiple doors click. The doors that lead to the bathroom and the two bedrooms are now opened and you can proceed to these rooms now.
Upon entering a bathroom you will see a shower unit, a red mat, a sink unit, a towel railing, a pedal bin and an unlocked door to the toilet (which also has a toilet paper holder in it). Searching through the bathroom will get you some more music scripts for that WWI song but you find it still incomplete. You however notice that the pedal bin has 3 pedals and also a musical mechanism that will play a single note at a different each time it is stepped on. This musical bin becomes important as part of the final puzzle, but before that you will go to both the bedrooms and rummage through the cabinets and chests and beds for the rest of the notes for your WWI music script.
Upon collecting all of the scripts and compiling them back into one ordered script you will see that there are extra notes that stands alone from the WWI song. These notes are meant to be played at the musical bin after the main song is played on the piano. Upon completing both tasks correctly AND in that order you will hear another click back in the living room. Upon closer inspection or by accident you will find out (either by searching or falling through) that part of the floor under the circular mat has given way to a staircase that leads down to a tunnel that will let you escape the house and get to the nearest safe-zone without worrying about the militants above ground
.My escape room looks simple but will hopefully be challenging. As you step into the room you immediately notice the single chair and TV in the room. To escape the room players must
1) Close the curtains, turn the lights off and turn the lap on revealing a letter and a number on the roof
2) This letter and number combination translates to a book on a bookshelf.
3) The book contains a DVD
4) There is a small button behind the book which opens up the door to the secret room
5) In this room there will be a safe with batteries inside
6) To open the safe use the pen/paper provided in the table next to the chair, the pen will contain a hidden UV light and a hidden code on the back of paper.
7) Use the remote to turn on the TV and play the DVD player
8) The person on the TV will be taunting you, there will be a hidden message within the DVD that will contain the code to escape the room.
Earthzone is a MMORPG.
The year is 2184. The earth has become highly segregated and each nation wars with each other. There are alliances between nations within each. Each nation belongs to a larger inter-continental zone. There's Europe (which has assimilated the current Euro + Russia), Africa (which has assimilated the Middle East), Americas, North Asia, and South Asia (South Asia also includes Australia and New Zealand)
In this game, you play supporting the zone you are from, and cannot change sides, unless you physically move to another country in real life.
Because of this, you need to learn how to work with the Nations in your Zone through forming communications, translating and co operation. Each zone can research and develop it's own weapons and technology in these categories: Weapons Tech, Defence Tech, and Medical Tech. None of the other nations will be able to see what you are developing until you decide to show them. Your Zone may bluff about how developed they are in terms of firepower to dissuade the other Zones from attacking, or perhaps just to boast. The game plays a bit like Risk, and there will be rounds over a period of a month. The Zone with the most land/resources amassed over that time wins. After that point, everything resets to the default and gets rebalanced so that there is equal opportunity at the start.
Alien Wrestling is a sports game where different races of aliens wrestle against each other to determine the ultimate Alien Wrestling Universal Champions! The game will feature different alien races each with different choose able characters. Each race will have different attributes, abilities, strengths and weaknesses. The game will also feature different wrestling styles ranging from judo to modern day W.W.E or boxing. Each alien race will have strengths and weaknesses in wrestling style. There will also be a range of different arenas each on a different planet or dimension. The game will have different modes such as quick game, multiplayer (online or local), tournaments or hero mode. Hero mode will start you out choosing your own race and then creating your own character through character creation and setting stats. The players start start wrestling and earn xp points to level up attributes and unlock abilities, until they earn the title of Universal Wrestling Champion.
Image:
Story: Your parents have gone crazy and now to the point that they've decided to go on a killing spree starting with your older siblings, and so you barricade yourself into the living room (moving furniture in front of the door) and you have to find a way to escape through the other door to the deck so you can escape and scream for help but there's a combination lock to it.
Puzzles: In the fireplace is the decapitated head of one of your siblings with one of the ears missing. On the other ear is a set of four earrings of shapes and colours. From top to bottom order they are a silver circle, blue diamond, black circle, red square. In the living room there is also an abstract art painting with basic shapes on it like your sibling's earrings but with numbers on it everywhere. The shapes and colours of the earrings from top to bottom, with the numbers they have on the painting, would be the combination to a lock of a chest.
When you unlock it what you will find is a bloodied and ripped up shirt of one of your siblings and you have to put it together like a puzzle to see the design it makes. The actual print on the shirt is of a person, and the blood markings on it are numbers on specific areas of body parts e.g. 12 on left hand, 42 on head, 30 on left foot etc. Also something you will find is that the cushions on the couch have body parts inside of them, and on those body parts would have equations cut/marked into the flesh that would shapes/silhouettes of real things with math symbols like + – ÷ etc. So for example + (tall rock shape) ÷ (castle shape) – (orange coral shape). You would fill in what the others number are from looking at the things in the fish tank which would have numbers hidden on them somewhere. So from there you should get an equation for each limb/cushion, starting with the number on the shirt, then doing the rest of the equation starting from that number with the substituted numbers from the tank. Every cushion/body part would then end up with a final number.
So now you have cushions with body parts in them which have final numbers assigned to them. Now, somewhere else in the room would be an actual literal puzzle with puzzle pieces. When you put together that puzzle you would be given the image of a key for every letter of the alphabet with a random number assigned for every letter of the alphabet. With this, you could get letters with the cushion numbers that you have figured out.
From there you would have the simple puzzle of a six letter anagram (since there's 6 cushions, 6 numbers, 6 letters) of all those letters to make a word, which would be the passcode on the computers. Then on the computer you could find the code for the door by going through a bunch of files.
"Once, long ago, humans sailed the stars. They spread, settling worlds and moons, building Space stations the size of cities. But fate was against them, and the human race reached it's breaking point. It had spread too thin, and the resulting snap and contraction set in motion events that would be felt for thousands of years. Resource shortages cut ties to colonies, which withered and died alone in space. Stations were De-orbited in balls of flame, and many were simply abandoned, with those aboard left to fend for themselves. War ravaged the formerly peaceful earth, and it was looking ever more likely that the once bright flame of Humanity would be extinguished in a dark corner of the universe. However, when a prominent scientist invented what he called the Fray drive, which allowed for near instantaneous travel across vast distances using what was colloquially known as the "Spooky action at a Distance" effect, the same effect used by gravity, The remaining world leaders decided to try one last ditch attempt to save the species.
863 Huge ships were created, each dominating the skyline at several kilometers tall, and were filled with people, The best and brightest who were left. Accompanying them were advanced construction robots to build a new world. Each was equipped to the brim with all they could need, and were launched towards what were thought to be the 900 most likely-habitable planets left. The only thing left out was one of necessity. The ships had no way to communicate with each-other, or with earth. The risk that in it's final hours, the remaining residents of earth would attempt to hunt down these last hopes for salvation were too great, and the records were expunged of all destinations."
"It's been 1200 years, and the people of planet 81, Rea, are safe. The world is a veritable garden of Eden, with the size to sustain a population of billions. However, there is strife on the world. Many want to try to find the now nearly mythical Earth, and many do not want to risk the consequences. However, these factions are beginning to get violent. A war is on the horizon, and the planet will not survive. The president made the decision to start the Nomad program, which chooses the smartest and best fitting youth to explore the stars in small ships designed to ferry people between the ship and the planet, fitted with small Fray Drives. They searched for Earth, known to the computer systems that ran the ship as Planet ZERO"
"And you're one of them."
You play as Jack, the 16 year old son of the Secretary of Sciences in the New Rea Government. Sent out to search for the once great home of humanity, you travel between world in the third-person plat-former/brawler.
However, one one long dead world, you make a strange discovery. Other people.
A tenacious girl.
Her protective older brother.
A young child they managed to save.
Their planet had been dead form the start, and their ship had roamed the stars looking for a new home. Something had happened on board the ship, and led to them fleeing in an escape pod just as it jumped, forcing the pod to land of the desolate world, and leaving them with no way to find their home. They join you, and using the multi-directional dialog tree you can learn of their history and their beliefs, and become friends with these new acquaintances who join you on your quest for earth. Travel between stars and worlds, finding the beacons on each planet that act as star maps to the dead colonies, long since quiet. And eventually, after piecing together enough data, find earth, and save your people.
Each planet will have several semi-open world environments to explore as you move through the cities towards the central building, which housed both the former government and the now critical beacon. Interspersed between these missions are flashbacks to the life you lead before becoming one of the Nomads, with segments of school, the flight academy, friendships and eventually the launch that tore you away from it all.
The combat in the game is similar to that in ratchet and clank, with limited ranged weapons, and heavy melee influence using the bladed staff Jack carries. However, as you get closer to earth, the plot evolves to the President using the Nomad program to get rid of those he things will become a problem later, and when you don't die like all previous Nomads, he sends to life ship to hunt you down. The crew of this ship and his personal secret service try to kill you, to prevent you from finding earth and destroying the political balance of Rea.
When the player finds Earth, Jack crash lands in a stadium after being heavily damaged while saving the girl from Rea after being captured in an ambush. Walking out of the dust, the player realizes that the earth has recovered from the massive collapse that happened nearly one thousand years ago, and is now at approximately the level of technology we have now. The game then hints that in our own timeline of history, we once had much more successful civilizations in our history, and that the world he lands on is actually our own in the first half of the 21st century, not just an approximation of it.
The game would also be a commentary of how we use too much of the resources we have, and that we need to be more conservative with the few resources we have remaining.
The game then ends the same way ti began, with the ship entering a planet's atmosphere, except this time it is accompanied by many similar ships, and it is revealed that it is Jack returning to Rea to save the people who were sent to save the earth.
Inspired by an Idea for a book, and these images.
In order of display:
https://s-media-cache-ak0.pinimg.com/736x/23/83/96/23839632bbc9442e8d61f19e9eb3a9f0.jpg
https://s-media-cache-ak0.pinimg.com/736x/a7/8a/3c/a78a3c50e07f19512205fa3d250d3d68.jpg
https://s-media-cache-ak0.pinimg.com/736x/0f/1c/38/0f1c38cb34e27d56467e6916d58f6d49.jpg
Imagine a world in which you are living just as you are now. Going to work on the dark and dirty train, seeing the same faces you don't want to see, reading the same page in a book over and over again because your attention span is weakening, the rain drenching that new pants you like, your children staring at you like you're a foreigner, ending the night lying in your cold sheets wondering how your life got like this. You did everything a text book human being is required to do; schooling, university, get a good job, be wealthy at some point, get married, have children. Instead you have a dead end degree that you haven't use for twenty years and you work in a crappy desk job, bowing to your bosses every need. Your wife left you four years ago, and you see your kids once a year. Life is trash. You did everything you thought was right. But somehow, it just turned around and laughed at you.
Imagine a world in which you wish you lived in. Animals live in union with magical creatures. People live freely, nakedly, and the land is their work. They watch over our world, care for us, and make sure our world is in perfect balance. But something went wrong in their world, and its effecting yours. But only you can fix this. You don't know this yet.
One day, you're taking the train, as always, but everything just seems to stop. No one is talking anymore and you can't feel the rails beneath the train anymore. No one is moving, but you. You look around puzzled for a moment, before getting to your feet and wondering around.
"Hello?" You call out a few times. No one moves, or responds. At this point you think you're going crazy; you wouldn't be surprised if you were.
As you're walking the aisles, gazing upon the people in their frozen states, you notice something moving finally. A hand, small and pale, was reaching straight through the glass as if it was made of water. You hear a child's giggle, before you head a woman's voice say "Oh god, Lacy, what have you done."
You jog up to the window and peer out of it. Nothing, just the wall of a tunnel. You rest your hand upon the glass, and another hand seemingly appears from thin air, and rests on the other side, mimicking you. You press down and instead of feeling pressure, your hands goes straight through the glass. You can't breathe. What is happening?
Another force pushes your hand back through, so this time you pop your head through. Oh my goodness. A train, almost mirrors the one you're on, but its full of greenery and the little girl of whom your hand touch was dressed in a bears skin. The woman's voice was paired with a lady wearing a rabbit mask, cradling a...oh my god. You pull you head back through. Was that a wolf? But he seemed to be bathed in a galaxy. His fur was dressed like the milky way.
As you recompose yourself, the lady with the bunny mask pops her head through.
"Oh my god. Wait, you're the one they were talking about!" She looks around the train and sees everyone frozen.
"You're world won't stop moving again unless you come to ours and fix the time." She breathes, grabbing at my collar. I'm hesitant at first, but maybe this is the release I was looking for? She looks at me with wide, doe-like eyes.
"Please. Come through. We were told if someone from your side could see us that you were the one."
I breathed heavily and looked around my train. I hated this place, why was I hesitating? The other world or whatever it was could be the thing I was hopelessly searching for. The thing that my brain told me I would never find, the thing that I never deserved.
"What do I need to do...over there?"
"We have been have problems with our time. The sun sets at the strangest of times, or doesn't come up at all. Everyone has been getting sick. People are dying. Something is plaguing us here and we don't know what to do. Our King, he told us someone foreign would suddenly be able to see us, since we watch over your world, but none of you see us doing so. We are your keepers. We make your world balanced. And then Lacy was watching you, like she doesn't every morning, she noticed you had stopped your time. We need you. Plea-"
Just as she was talking I dropped my bag on the floor, took off of suit jacket. You began to clamber through this watery portal to another life or another world either temporarily, but you was hoping permanently.
As you step through, all of the magical and colourful beings sitting on the other side gazed at you; some looked happy and some looked scared. And then they cheer. They all ran up to you and embraced you. They were speaking of how you are their savior and that finally they will be rescued. You finally feel needed. You feel at home. You feel a hand tug on your pants. Looking down, you see Lacy's little face staring up at you.
"Welcome home."
'Conundrum' is an intense story game. I would us the term 'game' extremely loosely as its gameplay could be compared to 'Until Dawn', 'Beyond: Two Souls' and 'The Walking Dead (Telltale)'. Some would consider it as a playable or interactive movie. It is a beautiful story of adventure and escaping a repetitive life to save another's. With an art style reminiscent to 'Until Dawn' mixed with 'My Neighbor Totoro', the dark, depressing world juxtaposed with this colourful land will trigger emotions in most players. With your help, you can reverse the virus inside of the opposite world. Inherit magical abilities from mages, travel, protect and learn. This game is sure to woo story lovers and art admirers.
image source: http://blog.tattoodo.com/2015/08/draw-like-one-french-girls-chiara-bautista/
This game is a mech game where you play as a mech which controls an even bigger mech. Your small mech can be detached from your massive mech for extra speed by sacrificing huge power. With these mechs you will fight other mechs to have your mech pierce the heavens.
The arena will be all of space itself with your massive mech being the size of earth (or bigger if you want that build). The massive mech has a huge amount of power, enough to pick up planets and throw them at your opponent or cut through space and time itself to close the gap between you and your opponent. The small mech (which actually controls the massive one) moves at extreme speeds and can be used to cut down your opponent's massive mech or to counter your opponent's small mech. Battles involving small mechs are really fast paced light sword combat sessions. If your small mech dies you lose the match, but you still have the choice to switch out into the big one where your small mech regenerates health . Destroying the big one will forcibly bring out the small mech. The big mech is too slow to kill the small one so you will need to have a tactical mindset when going into battles. making sure you have enough health to actually win the game, or that your massive mech will be the surviving one.
Image source: Marco Plouffe
Virtual-puzzles is a 3d game exclusive to Virtual reality and augmented reality devices
The player has a set time to solve the puzzle each room has a different theme and puzzle to solve
The player can walk around the room to and manipulate objects to find clues to help work out the solution to the puzzle also the game can be played with up-to 8 people
Some rooms have puzzles revolving around a story where as other rooms have no story but a puzzle must be solved to escape the room
Each room has a monthly record scoreboard and the actual record for the room, these scoreboards are global though there is local scoreboard as well
The teams or solo player has 3 hints which they can use at any time these do not affect how much time you have remaining
The score boards are in category's these are based on number of players in a team i.e. 1 – 8 this is so players can get a record in different category's also your first time you do a room with a team size your score is recorded so repeating the level with a team the same size will not change your speed record except if the time is in the top 10 for that room
image from
http://www.androidshock.com/wp-content/uploads/2014/05/Just-Escape-3.jpg
Musaic (Music + Mosaic) is a sound-inspired, story-driven game, similar to Crypt of the NecroDancer and Geometry Dash in which sound and rhythm is a primary mechanic. This idea is also a mash up with games such as Drawn to Life and Kirby Canvas Curse in which players create art or lines to progress through the game, however this will be done using the music/rhythm mechanic instead, allowing the player to create scores of music or solving rhythmic puzzles.
An example of a rhythmic puzzle would be to line up blocks to create a melody, there may be multiple solutions but all would require coherence and flow. However in regards to creating musical compositions, this will be implemented through customisation type situations or rewards at the end of chapters/stages.
For the sake of enjoyment, much like the drawing game genre, players have three options:
Features:
Intended for PC, Tablet devices (iOS/Android) and Nintendo handheld devices (2DS/3DS)
I am excluding smartphones purely for the sake of screen space
Reference Image: https://www.flickr.com/photos/24960257@N08/7707739870/in/pool-513974@N21
Siege is Futile is a clicker game that requires actual player interaction to prevent the loss of your kingdom.
You are a mage king who protects his kingdom with telekinetic abilities against the endless attacks of the nether realm. Creatures endlessly attack from a Nether portal right outside your castle gates, they are mostly slow foolish beings but as the game progresses they evolve in size and abilities. When the game first starts your only defense is your ability to flick these creatures in the air, resulting in them plummeting back to their death. However this isn't the most efficient way to farm the gold from their ghastly corpses.
As you slay these creatures you gain gold, this gold is used to upgrade and develop technology to defend you kingdom with. With enough effort and efficient spending your kingdom can defend its self from any attack without you having to lift a finger. Kingdom technology evolves from castle archers to magic turrets, yes that's right develop your kingdom enough and it becomes un-breachable, with all sorts of crazy technology.
Its not just your kingdom that upgrades as the game progresses, the Nether creatures evolve to counter your kingdom depending on your choices. They can develop wings for flight or ranged weapons of their own, they also grow in size to make themselves too heavy for you to toss with your telekinesis.
Designed as a Pc game that you can leave running much like others of the clicker genre.
Referenced:
KingdomDefense (Retrieved 10 September, 2015) http://www.indianvideogamer.com/wp-content/uploads/2012/08/fantasy-kingdom-defense.jpg
This game is a clicker game. you play as commander of an evil army of DOOM. But you have run out of funds and need to get some more. You are able to get more by sacrificing souls to your corrupt deity. This is what the clicker does. Sacrificing souls gives you more funds and the more funds you get, the bigger and better your troops get. Each click gets set to a counter, so if you click ten times your income will increase by ten percent or if you were to click sixteen times your income will increase by sixteen percent. twenty times = twenty percent, forty times = forty percent etc... You can click as much as you want (so enjoy your funds) BUT the cost of your troops is not cheap so get clicking. You will have fifty stages of troops to get through. but while you play the game you are also trying to attack fortresses and kingdoms and cities and you have to fight to destroy them, causing you to lose troops in battle, meaning you will need more funds to build your armies back to full strength. There are collectables you can acquire from defeating certain cities but these cities are very strong and will take a very long time to defeat. These collectables will increase your continuous flow of income by twenty percent. Enjoy sacrificing souls for your evil army of DOOOOOOOOOOOOOOMMMM!!!!!!! >:]
image reference:
http://coolvibe.com/wp-content/uploads/2011/03/evil-army.jpg
Maori mythology has yet to be harnessed in a video-game, and really anywhere else. Only people who live in New Zealand seem to know any of these amazing traditional tales, and even then, the majority of people probably only know about Maui and the Sun. As a young lad, I had an awesome book, which put many of the myths into graphic novel form. I think that a game based around these myths could be very powerful, so long as it is done in a respectful, and tasteful way.
This game would revolve around a person, an artist, who lives and works in the poorer part of auckland city. Upon being drawn towards a strange jade figurine at a market under a bridge late at night, they begin to find strange passages of writing and drawing strewn about their home. Each morning there are more and more of these, and all of the writing is in Te Reo, which our protagonist can now understand for some reason.
As it turns out, the jade figurine has housed an ancient god for a very long time. This god (An invented god, maybe somehow related to Hine-nui-te-po, the goddess of death) was one of the offspring of Rangi and Papa. Alternatively, this ancient evil entity could be Maui, as he died within Hine-nui-te-po, and perhaps he became a deity of death.
Maui seeks to return to the land of the living, after being trapped within Hine-nui-te-po for eons. He uses the idol to send disgusting black creatures with the faces of tikis to our world, and it is up to you to discover the secrets behind the jade figurine, where it came form and how to destroy it (You have to return it to a lake that is presided over by an ancient Taniwha, and the returning of the stone is all about utu). You must evade the creatures, whilst making your way to the northern tip of New Zealand to where the gateway to the afterlife is, among other deeds. All of this happens in a terrorized version of modern New Zealand, and driving would be an important aspect of the game.