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.
Magic Weaver is first person rogue-like, in which you mix and cast spells on the fly.
The mixing of these spells is the central mechanic of Magic Weaver, the spells you create can have more uses than just offensive and its entirely upto you to create what you need when its needed.
As the player navigates each room they will encounter anything from Bosses, evil minions, anti-magic voids and puzzles. The player must then create spells in real time, as to keep the action flowing. The player creates these spells by mixing elements and pre-existing spells together. Want a bridge of ice? mix ice, water, wind together. Want your teleport spell to effect an area? mix more void and darkness with that existing spell.
The idea is that you are completely dynamic, there's no mana bar to challenge your efficiency, in stead your understanding of the spell craft system and ability to react in certain situations will determine how you play the game. As such certain situations force quick thinking upon you, a fire sludge might soak up your magic unharmed but if you use a force or telekinetic abilities to boot it off a cliff then problems no more.
Magic Weaver will require a lot of hotkeys to control which makes it only suitable for Pc as the num-pad would provide an excellent control method.
Referenced:
FableMagic (Retrieved 9 September, 2015) http://www.nowgamer.com/wp-content/uploads/2014/09/318381.png
Bed, Bath and Between
This idea is based on escape rooms using the cooperative mechanics similar to Portal 2. Players are locked in two separate rooms, they can hear each other and can communicate by voice or through the high window connecting the two rooms. They must work together as puzzles will bounce between rooms.
Clock Hands (Pointing)
The clock hands will be pointing to three numbers which will be the first code to be used to unlock a 3-digit lock, allowing the bathroom player to unlock a cupboard to find the folded paper for the next puzzle.
Window and Paper (Match)
Paper will be located in one of the cupboards beneath the vanity, the player can unfold this and place it against the window – the lines should line up revealing a four digit code that the player in the bedroom can then use to unlock the chest at the foot of the bed.
Chest and Mirror (Blacklight)
Continuing on from the window and paper puzzle, the code will be used to unlock the chest at the foot of the bed, this will be holding a blacklight which can be shone towards the mirror revealing a code that can be relayed to the player in the bathroom, which will be usable by them.
Hot water bath (Hot wheels inspiration)
This idea is inspired by the hot wheels cars you can dip in different temperature water, which will alter the colours. The player will be able to disable the lock preventing the bathroom (using the code from the bed mirror) player to use the hot tap. This will allow the player to fill up the bath revealing a code at the bottom of it.
Overall Room Layout
The goal of the game is to provide people with the skills to help others that have been victimised without having to ask them every step and put them through more trauma. This will be done by taking the player through several different scenarios where they must try to comfort someone, this is done using dialogue and action options all of which can be used to offer support or comfort in different ways from just being someone to talk to or a shoulder to cry on to just asking them to be involved in other in game tasks that you can do.
The game would have an indicator to show the players whether the actions they are taking are helping, doing nothing or causing distress to the victim.
To achieve this in a realistic and constructive way the game would be designed with the assistance of psychologists that have had experience providing counselling for people who have undergone traumatic events. As well as possible feedback on what people who have survived such situations found to be the best for them.
Overall the game would not be fun to play, but would provide the player with a sense of accomplishment and a sense of capability in the new skills they have learned, hopefully giving them a deeper sense of satisfaction upon completion.
The game would also help to bring these issues out into and allow better discourse about them making it easier for the victims of such attacks to come forward without feeling like they are the ones at fault.
Image Source: http://blog.tglong.com/2012/11/hurricane-sandy-helping-hands-from-susan-salluce-and-amanda-chambers/
The press calls him "The Night Killer" a vicious serial killer who always kills victims on their way home from night clubs. The bodies are always found in a dark alley near the club having been killed in various gruesome ways. He also likes to torment the police with cryptic codes and riddles to help them try and guess which club he's going to hit next and when.
For this third person puzzle solving game you play as a member of the police investigation squad that has been tasked with trying to find this individual and put a stop to the needles bloodshed he is causing. To do this you will have to use your intellect to try and best him at his little game by solving the puzzles he leaves behind as well as combing for evidence and talking to witnesses with one objective in mind. Finding out who "The Night Killer" is and let him see justice if possible.
Image from: http://www.jacksonjwood.com/wp-content/uploads/IMG_1064.jpg
From Ashes
BCT15021A
9/09/2015
Platform: PS4/PC
Overview: This is a real time strategy game set in a zombie apocalypse. Similar to crusader kings 2, players will start off designing their character and picking a background and some traits that will help them to build the type of character they want to. In this sense you are the leader of a small community of survivors and will have to begin trying to rebuild a safe place for people and establish the type of community you wish to run.
Players can expect to micromanage their town's people, and assign them jobs and tasks which are best suited to their peoples skills (everyone will have their own stats.) in order to have the best chance/hope of surviving the zombie apocalypse and creating a new community that will be able to thrive.
Like in Civilization (and games of that nature) there will be a tech web which the player will use to improve their communities knowledge on fields such as medicines, warfare, survival, hunting/gathering, building etc.
As the population of the player's community grows, they will be able to expand their town and take more territory from the surrounding area.
The games map will be massive as it is supposed to be representative of large city.
Image Link: http://static.comicvine.com/uploads/original/11119/111191852/4719986-4046179342-post_.jpg
Have you ever wondered what would happen if you mixed random chemicals together, would anything happen at all? Well there is only one way to find out... and now there's a safe alternative. The game SCIENCE! is an educational sandbox game where you will be given a science lab and a few basic chemicals to experiment with. As you progress throughout the game you will gain more chemicals to experiment with. At stages of the game you will be given tasks, such as producing certain coloured fireworks, making something explode or turning something from a liquid to a gas. These are simple experiments to complete at early stages of the game but the tasks will increase in difficulty. These tasks will train the user similar to a tutorial where the player will learn how use the simple drag and drop mechanic to move items around. These experiments will be hyper realistic and will be scientifically accurate even down to the measurements.
Image Source: http://s3-ak.buzzfeed.com/static/2014-04/enhanced/webdr06/14/14/anigif_enhanced-3287-1397501357-21.gif
You find yourself waking up in this room, no memory of how you got here or what happened. The only thing you know is something doesn't quite feel right about this place. It feels as if the paintings are watching you, moving as you do. You see a couple of old newspapers on a study desk with the headlines "Serial killer claims another" and "Mysterious events haunting the city". You feel like you need to escape however the front door is locked. You notice in the writing of the paper there are certain words underlined in different sentences to form the phrase "It" "all" "starts" "in" "the" "ashes". In the ashes inside the fireplace you find a key, the key unlocks the chest next to the pot plant. Inside the chest is note that reads "The painting means everything to me". Behind the painting above the chest is a safe built into the wall. There are four coloured dots on the safe, red->green->blue->black. In the book shelf there are certain books with the matching coloured dots on the covers, inside each book there is a torn out page. Each missing page number gives the digits needed for the safe in the order of the colours. In the safe is a diary with a lot of confession notes about the murderer and how his victim's haunt him inside this house, the last entry is logged "… I should be back just after dark." And "I can't stop thinking about London". On the map of London is a spot marked 'X' 'Tower of London'. The shelf next to the fireplace has written on it "The tower you seek" inside here is a note "the missing pages don't add up". Adding up the numbers of the missing pages will give you the a four number digit needed to unlock the lockpad on the door needed to escape.
Escape room
Players will be placed in the room, around them they will find drawers around the room, a couch setting with an ottoman, the walls will be cover in artwork with nameplates fastened underneath. There are lamps placed in the corners of the room. There will be a lone mirror on a wall overlooking the dining table. In the centre of the table there will be a large wooden box locked with a combination. There will be a locked door to the left of the door they are trying to exit from. This will be locked with a combination lock.
Players will inspect everything easy to access in the room. This will be the draws, the ottoman, the movable furniture and behind the art work. These things will contain clues to what the combination to the locked door or the locked box is.
The ottoman will contain a small jigsaw puzzle to give them a number.
In one of the draws will be a clue "I am the light in the darkness" One of the light bulbs in a lamp will have a number on it.
In one of the drawers there will be a riddle to find a number
If 9999 = 4, 8888 = 8, 1816 = 6, 1212 = 0, then 1919 = ??
Look at how many closed areas there are.
These three clues will unlock the box on the table. The box on the table will contain a blacklight.
If they use the light on the mirror they will find another number.
In one of the draws there will be a list of paintings. If they use the black light on the paintings on the list they will find numbers on the frame. The addition of these numbers will give them another number.
On the locked door there will be text referencing something on one of the rugs. Counting the number of the thing on this rug will give them a third number.
These three numbers will unlock the locked door. In this locked door they will find a bookcase which includes in its collection one book for every painting and one book "binary for dummies".
If they use the blacklight inside the hidden room they will find footsteps leading behind the bookcase to another hidden room.
This room will have but one piece of paper in it. This piece of paper will have another list of 3 paintings on it. And at the bottom "the exit of the room will provide you with the final number" The books about these painting will have riddles to reference something they need to count in the paintings. For example
"Who makes it, has no need of it.
Who buys it, has no use for it.
Who uses it can neither see nor feel it.
What is it?"
Answer is a coffin. This would mean they need to count the amount of coffins in a picture.
Once they solve the three riddles they will find the binary for the number 9 on the door. This is the last number for the exit code.
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.
The game will be based on android/IOS and will begin in this small apartment room where you have woken up in, with a 'dead' body on the couch. The first puzzle will be to find out how to unlock the computer, which will become known to the players (uses "the mother's maiden name" (shown on computer)) after they unlock the red bean bag which is supposed to be luggage.
The luggage will contain a letter from 'the mother' which will say she is getting a divorce and changing her name back to *insert random name here*. The player will unlock this luggage by finding the key hidden in the creases of the 'dead' person's sofa cushions. Once the computer is unlocked it will deliberately play/show a sequence of musical notes (which can be replayed) that will then have to be played into the piano behind the TV (which will have the notes written on the keys).
Playing the right sequence of notes will unlock the top of the piano revealing a key to unlock the desk with the printer on it. This will contain a note written backwards telling people to sit in the office chair and to move the mirror to face a painting sitting behind the left hand side of the chair. This will reveal a message about a hidden bookshelf. They will then have to move the bookshelf only to discover the door is also locked by a keypad, but on the door is written "running is the first step!" which should suggest to these people to run on the treadmill conveniently placed next to that bookshelf, the machine will be locked to a low speed which will be largely displayed on the treadmill's screen.
The other numbers in the combination will be found randomly around the room as players discover what to do. The door will need 6 numbers to unlock the door, the first being the treadmill number and the other 5 to be scattered around the room, colour coordinated with the words written on the door (e.g. blue- running, red- is, green- the, purple- first, black- step.
Once they key in the code, a small table with a note explaining that you have been put under surveillance to see how you would respond under threat of being accused for murder. A key to unlock the main (final) door will be placed under the table so they still have to find that.The Forrest Cabin
Players enter the room through the front door which has been locked shut by the guide that lead them here and can only be unlocked by way of a key. They must escape the room by finding a key to unlock the door before the guide comes back to slaughter them.
Step one: players can explore the room. In the trash can they will find newspaper reports of a monster who lives in the cabin. Along with this is scratching's of paper that report how the monster loved to eat metal objects, in the trash is also an empty packet of tea. Also in this main room players can look inside the draws of the desk finding batteries and a remote. Behind the picture of two girls is a safe that requires a key to unlock.
Step two: on the table there is a loose leg that has a false bottom. This leg can be removed and inside players will find a usb drive that they can use on the computer. If they plug this into the computer it will have a recording of a man who seems like a priest ranting on about this “Monster". He also reports of how the monster is attracted to fire and will seek it out if he can feel its warmth.
Step Three: Players can look at the bookcase. There is one book if they pull out requires a code to open. If they pull on the bible a speaker will play the sound of unlocking and a faint roar of a monster. This unlocks the bookcase from the wall and they can open it to reveal a hidden room. Once this room is open players will hear sounds of a monster approaching in the distance. After 10 minute's this will turn into banging on the front door.
Step four: in the hidden room there is a fake fireplace roaring and an armchair. The goal here is to put out/ turn off the fireplace as it is already hot in this room (preheated by a fan heater). Players already know this heat will attract the monster. To turn off the fireplace players must go back to the other room and behind the pictures of cups of tea find the remote and batteries. This remote will turn off the fireplace and unlock another hidden room behind it. Once the fireplace has been turned off the sounds of a monster approaching or banging fade.
Step five: Inside this room players will find a dead monster (giant soft toy) also there is a picture of a cup of tea. With the monster players can reach down its throat to retrieve a key. This key unlocks a safe that is behind the picture of two girls. Inside the safe is a note that has a riddle to where he keeps an extra key. “I always came before u. I'm tasty from a pot. The English love me dearly. Although I can be hot". This points the players to the picture of Tea that inside the frame has a clue.
Step six: The clue has simple instructions to enter a code into the book they have found. This book holds the key to opening the door and lets players escape
Rock Skipper+ is a game that takes direct inspiration from the rock skipping activity, which is an act of throwing a rock towards water in the hopes that it "skips" along the water as far as possible before sinking into the water. But Rock Skipper+ is designed to be waaaay better than the real life game! This game does not require physical strength or perfect techniques, so you are not disadvantaged against your more beefier friends. This game relies more on the timing and the power you "pitch" the rock with your in-game character (who has the same strength as everyone else's character). In this game you are still trying to get your rock as far as possible in terms of horizontal distances, however there are many different niches that come with this game. For example there are powerups and obstacles that can either increase your rocks' velocity or give it some vertical air, or hinder your rock by applying the opposite effects. You can compare your distance score with your friends and the world via the Friends/World Leaderboards.
Image source: http://www.penguingame.org/learn-to-fly-hacked-gam...
Today game idea is an escape the room type game that the players will physically enter and try to escape.
The basic story for this escape the room game thing. Is that a bunch of people have been invited over to a billionaires apartment in upstate NYC. All is going well until he leaves and never comes back. You, the guests discover that all of the doors are locked and you find note that he plans to kill you all upon arrival. Try to escape before he returns!
platforms: IOS, ANDROID
Live the life of a police dog unit officer and catch the criminals with the help of your dog. raise your dog from a puppy and train its skills to get better and better at catching certain types of criminals. level up by gaining xp during missions. choose your breed of dog and develop a bond all k9 unit officers have with their dogs. take too much time away from your companion and come back to a disobedient dog or even a dog that is no longer living. feed, play and train your dog to make it the most ruthless animal on the streets. different breeds excel at different things like pitbulls being the strongest and german shepards being the most obedient. be careful of the type of missions you take on because a dog better suited at stopping a dangerous criminal could go absolutely mental in large crowds and attack an innocent civilian bringing in dire consequences for you.
picture source : https://assets.rbl.ms/395806/640x364.jpg
The goal of this game is to compete and win races to become the best animal racer in the realm. Each area in the realm has its own race courses that qualify for the title race at the end of the season.
The player can customise their character in any way they want and choose from a wide variety of mounts to compete with. There are three types of races flight races, water races and ground races. So flying animals like birds compete in the flight races, land animals (lions, horses, ostriches) in the grounded races and water animals (sharks, turtles etc) in the water races.
You earn money from winning races depending on if you came 1st, 2nd or 3rd with this money you can enter more races and/or purchase or upgrade your mounts. The merchants in the areas sell equipment like bridles, saddles, harnesses, bits and armour for your mounts and clothes and armour for the character.
Platforms: PC/Android
Metroid-Mania, Darksouls, S.T.A.L.K.E.R, GTA inspired.
This game is a really dark, gritty, sci-fi game set on a recently discovered planet. The planet is absolutely covered in alien tech, and has drawn spacers from near and far to trawl it's surface and depths to find these valuable things. There are port/colony and mining towns dotted across the fronteer, and these towns would act as player hubs. These hubs would be places where players can buy, repair, trade and sell items to eachother (There would be little to no NPCs, and they would only be robots) as well as form companies to travel together, set up mining posts (which generate passive money, and rquire defence from other players such as auto turrets and walls) and set up gangs. Gangs would be comprised of people that would, instead of earning an honest living, attack and jump other players and their mining set ups to steal their stuff. You can place bounties on enemies if you see them commit a crime, which would lead to a reward if you can catch them.
The game would feature very deep and dark caves, mines and dilapidated cities. The subterranean areas would have the best loot, but also the scariest enemies.
Character armour would be extremely varied and highly customizable, all in the 1940's space comic aesthetic.
In "Boarding School Break" you are a student in a boarding school, obviously. You have been locked into the school by your parents to "improve discipline and responsibility", but who cares about that stuff, right? The school rules are strict, students are not allowed any kind of entertainment, should be in their rooms after dark and obviously - no girls allowed.
As a rebel at heart (the reason you were sent here in the first place) you abhor these rules and strive to break all of them, but in such a way that nobody will know, so as not to be expelled. To do this, you must utilize stealth, all kinds of DIY gadgets and chemicals.
The game is based around over 100 achievements you must do to be considered a successful school-breaker, including bringing a girl to your room after dark (to study, of course) avoiding the guards, slipping out with friends for some beers, acing the exams using a cheat sheet (which you obviously must obtain first) and many many more things that you may have dreamed of doing in high-school, but never really got to it.
Aggro Concerto is a 2D or 2.5D brawl game in which the players battle with instrument weapons in musically themed stages.
In this game, the player/s must fight one another or opponent AI using a default weapon equipped to the character they choose. Each character has their own move set and stats to match their default weapon. Large weapons such as warhammers, battleaxes, and great swords will be large instruments like cellos, bass drums, etc. Vice versa applies to small weapon types and instruments. Large weapons will have long reach and high damage or knockback, but will be slower to swing. Small weapons will be fast and will allow the player to carry them while keeping their movement speed high, but this will sacrifice knockback and reach. Players may have to sacrifice specific stats to get the weapon if their choice, but because of the differences they will be able to pick the playstyle they see fit. Weapons will also have a unique ability that can be charged during battle. This is called a War song. War songs are different for each character. The drum hammer wielder will have a War song which will increase his or her defense, allowing them to wildly swing while taking minimal damage in combat, forcing opponents to retreat while waiting for the effect to deplete. Something along the lines of a flute rapier will have a War song which will heal the player over time, until its time depletes.
The in game battle music will change with the tide of the battle. It will go by the ratios of the competitors' health. The lower a competitor's health is, the quieter their instrument is in the in game music, whereas a player who is winning will have a louder instrument than the rest. Visual effects for attacks and hits will also have a musical theme. Instead of stars, the images used will be along the lines of treble clef, bass clef, and notes.
The weapons available are:
Images from: Retrieved on 09/09/15, http://chillopedia.com/wp-content/uploads/u2rt.jpg
Retrieved on 09/09/15, http://i.imgur.com/7cMFZQKh.jpg?1
HAL Laboratory. (1999). Super Smash Bros [Nintendo 64 Game]. Tokyo, Japan: Nintendo.
Play the role of a lone heroine, the last living legacy of her people, who were mercilessly slaughtered by a race filled with selfish hatred, and greed.
Partake in a touching and deep journey, as Lyriea discovers the truth behind the death of her people. Carrying the power of an entire race, Lyriea seeks vengeance on the villains who caused so much pain.
The two main focus points on 'Vengeance' are
-The Deep, and tragic story line that will make the player truly feel for the protagonist, taking part in this touching story.
-The free will and opportunity to choose any form of combat the player likes, for their play through of the game.
With a string of pearls styled storyline, the player will progress through a story line, that is altered by the choices they make about themselves.
Lyriea, still young, may choose any form of vengeance she likes. The powers of magic, darkness, nature, the sword, the bow, the elements.
In this action game, you will be given the choice to evolve Lyrieas skills in many different forms, and what you choose will only grow stronger and evolve as you play through the story. Each choice may change aspects and outcomes of the game.
Gameplay- Combat will be specific to how you have evolved the protagonist. The aim for combat being more about the experience and enjoyment, rather than skill. However the game itself will increase in difficulty to keep the player in flow, the story being why they push so hard to achieve through the game.
Designed to be experience on PS4 and Xbox1, aimed and recommended for mature audience.
As a kid I was quite assent mined, nothing could hold my attention I was all ways running with my mind, anything and everything was a new world or adventure for me, a stick was a sword that id use to fight off the goblins and save the prince. A bath was an underwater playground, these places let me escape as a kid. Children are cruel things bluntly honest and harsh saying the first thing than come to their mind and not caring about how it makes the other person feel. While in my own world I could escape this one and become anything I wish.
In this game the focus is on a young boy that has an over active imagination that often uses this imagination to escape the hash world of judgment and bullying. You follow this young buy through as his imaginary friend that in the real world can't do anything but watch as his life plays out but when he uses his imagination you come to life and are able to help him in his adventure. You follow the boy throughout the day as he goes about his daily life and in every situation being at school to bed time, bath time or space of time in between the boy will see an object that will spark and short adventure. The objective of the game is to complete all the small adventures that the boy thinks of throughout the day.
http://www.redbubble.com/people/jelopi/works/15474491-mint?p=poster
The Firm Simulator (TFS) is a first person simulation game. In TFS players take the role of a lowly accounting graduate working at the bottom of the ladder in a prestigious Accounting firm. Players must navigate the office milieu, make contacts, make small talk at the coffee machine, endlessly mine through useless emails, and go to client meetings. All the usual office interactions and oddities. Through relationships with people, and completing quests/tasks for co-workers players can leverage and work their way to the top. Players can also choose to use subterfuge and dishonesty to make their way up the career ladder. Step on people and make it at all costs, but be aware of the consequences of your actions later in the game. All decisions make a difference and affect the outcomes and relationships of your character. NPCs remember how you treated them and if you were honourable or dishonourable in your actions. It's up to you to make it to partner how you get there is up to you.
Features:
References:
Image 1
Retrieved from:
http://www.setster.com/blog/how-to-leave-a-positive-impression-in-a-meeting/
Summary
you start with a competition. you will be able to perform some by keying in what screen tells you. In this game you will look after a horse, you will be able to see your horse's stat and your stat. In this game your fatigue stat is the stat where you will be accepted to do tasks with your horse. Y
Gameplay
You start with one horse, but you will be able to increase the number of horses. You will be able to hire more riders to help you making some more money from visitors. riders that are assigned with a certain horse will also train horses. 3D game, in an open world of farm where you will be raising horses only. You will purchase horses, ask breeder to breed your horse with other superior horses, or you can raise your own winning horses and cross breed with other horses.You will be able to purchase accessories for horses and riders for each competition you enter. Different competitions require different needs. and to do that you will need different items. You can unlock them by achieving some small quests.Through quests you will learn how mechanics work. one by one and it will be all you needed to win these competition.The game will end 10 years after the game started,
Different stats will be competition style
-western competition
-Dressage competition
- Hunter competition
-Jumper competition
-World Champion Competition
-Every competitions will have local competition, national , and international
An Idle game which has an end Goal, This game is designed for Windows/Mac OSX and Linux Systems the goal of the game is to beat every athletic race on the planet but to do this you need to get into shape, You up your skills by earning money and buying training sessions, And every few levels a Race takes place (Which is this games version of a Boss Fight) For each race you win, You earn a set of Medals, and with enough medals you can Roll back time but still keep your medals which gives you bonuses for each time you roll back time, Each time you roll back time though the required medals to do this increases greatly, Each medal owned when you go back in time gives you a +10% Money Bonus which helps you more in the future, Once you have beaten all the races on the planet the game is won and the only thing to do is get all the Achievements, There are over 1000 achievements in the game and getting them all will reward the player with a Steam Badge
Unique Selling Points
- End Goal!
- Clicking!
- Idle!
Rainfall is a 2D physics platformer. The central mechanic explored in this game is how physics influence the environment. Players get through the levels by walking, climbing, jumping, swimming and digging. There are different types of materials the player will come across, divided into 3 categories: solid, soft and liquid. Liquid elements will generally flow and pool at the lowest point it can reach, solids are relatively static, however, with enough force they can break. Soft elements are dirt-like, in that the player can dig through them and they do not have a lot of strength to stand on their own. On digging, no material is destroyed, rather it is displaced but always stays in the game world, as to enable players to use the mechanic to their advantage.
These simple mechanics bind together to enable a huge breadth of possible puzzles. Players might have to dig out underneath a solid to throw the solid out of balance and make it break off and slide down in order to cross a lake. On other occasions, players may have to flood a room with water in order to reach a point that's too difficult to reach by jumping and players may have to find a way to dig a tunnel through a soft material without it reaching a tipping point and collapsing.
On top of this, there are twists on these established mechanics that will come in later through the game: different types of liquid could be oil, which is heavy and flows slowly, lava which moves similar to oil but sets fire to anything it touches, gasses that act like water but pool at the top of the level or zero viscosity superliquids which envelop any object they touch. Solids can come in a number of hardness, going from near unbreakable to highly brittle and come in a range of weights, whereas soft materials could be encountered as dry powders, large rocks or viscous clay. Going beyond this, materials can interact with each other, too: a sandy substance submerged into a liquid will create mud, lava and water create rock, sand and fire will create glass and gas and fire will trigger explosions.
The theme of the game is tomb raiding, inspired by the likes of Indiana Jones and the original Tomb Raider series. Players have to best ancient tombs and reach hidden treasures, proving their abilities to make clever use of the physics they're given to play with.
image source:http://i.cubeupload.com/Yuehvy.jpg
This is a 3D simulation game.
Player will be customising the main character (gender, appearance). The main character of the game is a ghost like creature who lives in human's shadow (with human appearance). Once player successfully enters a person's shadow, he/she will be able to access all the memories of this person. In the day time, player cannot do anything but watching at the person live his/her life. In the night time, after the person falls into sleep, player will be able to take over the control of the body. Player can sneak out and do anything he/she wishes. Whatever player does, the outcome will be seen in the next morning and this might affect the person's life.
There are many different people living in the village and player can try to enter anyone of them. However there are only a few people can affect the endings of the game. Also, there is a story lies behind all the events which explains the worldview and the existence of the shadow creature. Player can find all the clues within people's memories.