It is a resource gathering game. The player survived from an air crash, and woke up at a tropical islet. He needs to find enough food and freshwater to seek survival.
There are some fruit and wild animals on the islet. He need to fight with wild animals, foul weather or even his sickness. Many tools available for player using and combining, the player could use stone and bough to make a stone axe for building or hunting, but it will be destroyed after using a few times. Also, he could use bough and hay to make fire for defensing and cooking. When the player collect enough resources, some wreckage of the plane will appear on sand beach. Then the game moves to next step, the player could find some useful object, such as flashlight, radio and battery, to asking for help.
The idea come from The life and strange surprising adventures.
Image source: http://img.zcool.cn/community/0334713554c778900000158fcb24ac2.jpg
"Off with their head" is a game designed primarily for touch based devices, such as those running Android and IOS. In the game the player takes the role of a royal executioner tasked with the job of beheading criminals and royal traitors. Due to the graphic and potentially questionable nature and themes of this game, the art may be in that of pixel or cartoon style to lessen the impact. The base gameplay mechanic shall consist of for the most part, due to the limited input methods of the chosen platform, swiping to bring the weapon down upon the "client".
The overall goal and task of the game is to deal with as many clients as possible before the in game day is through. At the end of the day the player is awarded points based on how many jobs were fulfilled, how many swings they took to resolve and how quickly each was completed. Naturally the more and the faster, the better.
At the start of the game the player only has a blunt, cumbersome weapon to complete their jobs with. As such, it would take multiple swings to alleviate their clients head from their shoulders and potentially a noticeable time for each swing to be carried through. However, the weapons and therein their "strength" and speed can be upgraded and new weapons bought through accumulating and utilising points earned through past jobs.
Once the player has earned enough points or obtained a weapon that only takes a swing or two to dispatch a target, a new game mode is unlocked to enhance replay value and difficulty. This consists of potentially attempting to behead as many clients as possible in bouts of (for example) ten seconds to achieve a high score.
Motivation to play and continue playing are enhanced by the presence of a high score and leaderboard system as opposed to something such as a continuing narrative.
Call Centre Simulator 2016 places you into the role of a recently hired Junior Customer Service Representative, at the prestigious Mighty Bank. For the next month, it is your job to help customers with any problems, queries, questions or misunderstandings they may have, to the best of your abilities, to ensure you don't find yourself out on the street once the monthly review is taken.
Welcome to a month of screaming, yelling, time management, and conspiracy.
In Call Centre Simulator, your Desk is your entire gameplay screen, and through the use of your Computer, Reference manual, and Help Scripts, you attempt to solve as many problems as you can before you clock out in 12 hours time. You are paid for every customer who got help, get nothing for customers you could not help, and should a call reach a point where your manager needs to intervene, you're getting a wage cut. Over the course of the month, Besides your regular customers, There are several 'persistent' callers, who besides wasting your time, shed more light onto the overall plot, and just why Mighty Bank has such a high turnover rate.
There would be Multiple endings to the game, based on your monthly performance, interaction with the persistent characters and your Manager, how well you managed your money, and whether or not you chose to solve the mystery of Mighty Bank...
This is
Call Centre Simulator 2016
Image Source: https://lmcmillan92.files.wordpress.com/2014/10/call_center.jpg
GravMaze is side scrolling game intended for mobile devices, the aim of GravMaze is to use the accelerometer of the mobile device to navigate a stream of water through a Maze to the objective (A Drain). As GravMaze progress, and eh player gets further through GravMaze's levels the player will be able to get powerups which will provide help in navigating the mazes, powerups such as automatically pathing through the maze for a few seconds or to illumining a path through the Maze. The further you progress through the levels the more difficulty and challenging the mazes become from a simple single path to multiple paths and bigger and bigger maps. With the player being a physics based liquid this increases the difficulty as you are not controlling an object but a free flowing form which reacts to the tilt of the device.
In this you are tasked with managing your home and family life while you go to work each day. You have to carefully plan out your resources to balance happiness levels, monetary security (for the occasional bit of bad news that you have to pay for) and general work quality. Ideally in the beginning the player would get into a rhythm of managing these aspects of life and eventually feel relatively secure.
At this point a series of things can occur that will disrupt the experience. i.e. you come home to find your wife cheating on you, and now have to manage your characters depression while your kids are oblivious. Player then has to make choices between telling the kids & ruining their happiness (but inversely raising the happiness of the player character) or keeping it under wraps for their sake. The idea is to let the player get comfortable in their daily activities and 'life', hopefully caring for the characters before all the different bad scenarios start to pop up.
This game is inspired from an old animated gif series often called "wall breaking" and a phone game called "Tap Titans".
The animation revolves around a stickman's effort to open a simple door, by throwing and shooting all sorts of weapons you can imagine.
The game will be a 2D cartoon style simple arcade game with unlockable upgrades along the way.
Firstly, the game will begin with a character using bare hands trying to open a locked door (cross sectional viewpoint). You can help the struggling character by tapping(on mobile devices) or clicking(on PCs) the screen. This will result in empowering the character, leading him to use martial arts skills such as kicks and punches against the door/wall. As you constantly give damage against this door, the door will begin to crumble bit by bit and drop coins. A health bar of the door will be available. When the door breaks you are eligible to advance to the next level. Along with a shower of coins, you come up against another door which looks even tougher made of steel. This is the system of the level advancing, and in later levels the door will be of enormous size and health.
Secondly of course, we cannot forget the unlocks and upgrades. With coins earned from smashing the door, you can now purchase weapons. Ranging from knives, guns and air strikes to a colossal Cthulhu, the true addiction factor comes in with the almost endless list of weapons. Your character becomes stronger and stronger along with the door.
Eventually the player will be nearing the end of the list of weapons, and the door designs will soon begin to run out (the whole wall should probably become a demonic door by now). There cannot possibly be an endless amount of designs to a game. At this point of the game, players will lose interest and give up.
But luckily at 1,000,000,000 gold, you are eligible to purchase a single atomic bomb with the firepower to destroy the entire hemisphere you are living in. This single skill will break the game and reset the doors and the character. Worry not! The player is not left unrewarded. They are given a chance to unlock a very useful passive or active skill, be it increased damage, increased gold drop, or custom skins to customise your character. The breaking goes on.
GIF Animations by Multi Lock-On.
Tap Titans, Developed by Game Hive. Link:https://play.google.com/store/apps/details?id=com....
This game is made to be used with a motion sensing device like the Kinect for the X-Box. Virtual Jousting is a single player/two-player game based off from the Medieval/Middle Ages sport of Jousting, where the player controls a horse with the motion sensing device in an attempt to knock off the AI/enemy player off their horse with a lance, replicating the sport very closely. The player and the AI also have a shield which they can use to block the lance coming at them.
The controls are for this game is simple. First you jog on the spot to make your horse run towards the opponent, gaining speed. Secondly you move your left hand to move your shield in front of the area you moved your hand on, to block attacks from the opponent. And finally you use your right hand in a thrusting manner to attack the opponent off their high horse (with hilarious effects). Whoever reaches a changeable amount of knockouts on their opponent first wins the game. Winning more games will unlock different costumes for your knight or his horse to show off with. This game is also playable with two players, so a friend can hop on for some one-vs.-one hilarity!
Image source: https://forums.robertsspaceindustries.com/discussi...
Traverse is a 2d game based around the evolution of transportation and excavation.
Player begins abandoned on a desolate planet with nothing more than basic tools, using them to gather what is needed for their very first vehicle; The Pedal Powered Go Kart!!! Continue to upgrade your vehicle with your first combustion engine, a metal body, and rubber wheels. Congrats, it's your first car. Either increase the size of your fleet with sea and air vehicles, or continue to evolve your car into a semi-aquatic flying machine. Your fun doesn't have to stop at sea or sky. Build a tunnel bore machine to delve deep and collect materials on a mass scale, but don't dig too far or you'll be destroyed by the molten core. Or if you feel like you need a change of scenery, blast off into space and explore another planet, filled with minerals you have never seen to create denser alloys to protect your vehicles, or energy sources to power lasers and warp drives. Not just mining lasers, but also full on planetary annihilators. Your boundaries only go as far as the edge of the universe. Whether your goal is to plant a base on every planet, or destroy them all, the choice is up to you.
Traverse's planets have an Aether (Bluebaby, 2008) -like gravity system. They are large enough to contain an abundance of materials and area to explore, but small enough a slight curvature is visible and with work they can be mined to near hollow, or even non-existent. Each planet is inhabited by life that are both harmless, and aggressive. Some aggressive animals consume meat, whereas others may consume non-organic materials, so don't only protect yourself; protect your vehicles. Although there may be bad, there is also good, so consider the innocent wildlife when you're blowing up planets for fun. Morality isn't the only thing you have to worry about. A planet destroying space station doesn't go unnoticed and people will try to stop you on your path. Be careful... (if it's ever made)
References: E. McMillen & T.Glaiel. (2008). Aether [Flash game]. California, USA: E. McMillen & T.Glaiel.
Retrieved on 21/07/15, http://vignette4.wikia.nocookie.net/newgrounds/images/8/84/Aether.jpg/revision/latest?cb=20091221063036
Retrieved on 21/07/15, http://brianpurkiss.wpengine.netdna-cdn.com/wp-content/uploads/2014/08/wzx3FMs-760x404.png
Retrieved on 21/07/15, http://www.mining-technology.com/contractor_images/11696/images/152046/large/drill-machine.jpg
The game is a single player Action-Role Playing game whereby you play a young man who is on a journey to become the next war god.
To become a war god aside from being incredibly strong, one must have no fear or doubt their actions. The player will be controlling the hero who has already amassed vast strength and is hailed as the strongest man on earth, on his journey to defeat the demons of his past that haunt him. As you play along you will unravel the story of how the hero became who he is and the choices he made to get the power that he has. Players will have to make hard decisions while they travel through the mind of the hero, finding the Demons of his past in his memories. These Demons are not all things that will be dealt with by the use of your might alone. A demon of the past could be something as small as a person whom the hero killed which begun a string of events which lead to a loved one dying, It is the player's Job to find and correct these things in order for the hero to gain his title of war god.
You will be choosing the skills he learns while you alter your fate. There wont be any type of magic system in place, everything will be physical, for ranged you could use a bow but you bow wont have infinite range or infinite arrows. Your sword could break if you arent careful or if you take on an enemy that is too strong for you. The puzzles will be in the form of never-ending loops that activate upon your entering of a specific area. The loop will continue until you find the inner demon that you have buried away in that area, using the surroundings and the knowledge you gain from talking to people you will have to find the problem and choose how you will solve it, There are multiple ways of solving these puzzles and some might grant godhood in the furure while some might not.The way you solve your problems will determine if you end the game with godhood or if you are cursed to repeat the process.
Image Source:http://caria0.deviantart.com/art/mind-283454058
Have you ever experienced a grumpy bus driver?
Haven't we all...
Well do I have the solution for you. Hit the Driver is a game based on a disgruntled public transportation driver, the main objective is to (you guessed it) hit the bus driver. "But with what" you may be asking? Well your scrunched up bus ticket of course. You begin as a kid on the way home from school sitting at the front of the bus where it is easy for you to hit the driver and there aren't many obstacles in the way. As you complete levels you move further down towards the back of the bus and finally the back seat where all the 'cool' kids sit. Beware as the scrunched up projectile can change its intended path when the driver takes a sharp turn so plan your throws carefully. If one of the other passengers gets hit they will tell on you or make noise to alert the driver of your mischievous deeds and you will get kicked off the bus. The game will be released on all mobile platforms as a free app. It will use the swiping mechanic of touch screen devices to simulate the motion of flicking and throwing objects at the driver. It will be in first person so you can take your frustration out on the driver and line up the perfect headshot for extra bonus points.
Image by Hannah Sames
Play as a character of whom wakes up in an empty room with amnesia. Not knowing who or what you are, or even how you got here, venture forth into the hallway. As soon as you leave the room, there will be a long corridor with lots of doors on each side. Each door you open, will lead you into moments in your life which you relieve and create your path as to what happened to you. You alter you path through every door. You may end in a good result, or a deadly one. It will be a decision making game, each part of your life presented to you through a cut-scene esque way. Much like The Walking Dead game, you will have a multichoice option, but you will be on a timer in Fugue Memories. Each door will be an immersive and interesting experience for the playing, ultimately creating an atmosphere of horror, paranoia, quick thinking, and speed. The game aims to enhance the players though process and the timer will rush this, making them paranoid as to what's to come for them.
Image source: https://annabel968.wordpress.com/tag/np9/
An atmospheric, frontier planet survival/exploration game. After humanity has eventually been all but wiped out by killer robots in a war between all of the capitalist powers of earth in the not-so-distant future, you play as earths last remaining cyborg/super soldier/etc, and have been in cryosleep for a few hundred years.
You were supposed to wake up, alongside all of your fellow cyborg friends, in the event that the world was in jeopardy, but this is not the case. The war was so sudden that the response was too slow, and all of your cyborg friends have perished alongside most of humanity. You crash land onto earth when your pod runs out of juice after floating around in orbit for the last few hundred years, and you awake abruptly, with the goal of putting your pod back together to use as a home base of operations. After this is completed and the A.I is restored, it will aid you in your mission to clean up planet Earth (But i like the idea of the player knowing none of this, and just implying earth would be more mysterious and fun).
Terraria meets Metroid, this game is all about collecting resources, setting up production, building a fortified base and defences, and most importantly, rescuing as many survivors as possible. As the game advances, you gather more and more people with the option to arm them with weapons to help defend your little colony. Taking bands of followers around with you will help you to reach harder areas as you battle murderous robots.
The game would rely quite heavily on good A.I for the followers you acquire. I didn't want the game to be combat based, but the game needs a bit more thought before i can come up with something more fun/exiting.
The ultimate end could be a cool epic battle to some kind of robot factory, building forward bases along the way, and siphoning all of your new followers towards the enemy robots base, whilst minimising as many casualties as possible.
Multiplayer could be an option also.
I love games with economy, such as Age of Empires II, and also the ambiguity, difficulty and mystery of early Metroid games, as well as the building and collecting in Terraria. I think these things could go together to make a really cool game.
Also, the protagonist would look a lot like the Spaceman from the Spaceman candy sticks box, I love the retro style, this world would definitely look 1940's space-comic-retro :D And either 2.5D sidescroller, or pixel sidescroller for PC and possibly console.
I'd like to subtly draw contrast/comparisons between capitalism vs human nature and the consequences of rampant unchallenged capitalism.
https://theoriginaljath.files.wordpress.com/2014/06/dystopia1.jpg
"The Melody Project" is a Story Based first/third person RPG shooter game for consoles and PCs. This game is set in a futuristic fantasy world where you play the main hero. You're ultimate goal is to save the earth from destruction form some insane over powered super villain.
Instead of having normal generic guns that are used in most shooters you will use futuristic powered "music guns". These music guns will adapt to the current music you're listening to via legitimate approved programs such as Spotify or iTunes. The music in game will be determined by you at all times and the guns effects /stats in game will be judged based on the tempo pitch and other various other aspects of the music you are listening to. There will also be many customisable variations of the actual weapon that you will gradually unlock throughout the games progression. The player will have to pick up battery packs throughout the game to refuel the weapon or risk having to use hand to hand combat
The game will include Level advancement system for the player where he will be able to unlock new character traits similar to a skill tree to increase stats such as lower damage taken, higher jump capability and faster movement etc.
Enemies in the game include the generic bad guys and low level creatures that get harder and harder to kill as you progress through each level. Most levels will end with a boss battle that is considerably harder to kill then most other monsters/people until you get to the final super villain take him down and save the world.
The game idea was inspired by various aspects of the game Destiny and Saints Row IV also by the popular YouTube channel Corridor Digital.
https://www.youtube.com/watch?v=hDlif8Km4S4
#1 - Runaway Carrot
The farmer's making a big roast for dinner, and to accompany it roast vegetables, including YOU, Charlie an innocent carrot living his life in the garden. You are on the run from the farmer and his plans to cook you up and eat you, saving your friends along the way.
This is a single player 2D-side scroller designed for either PC or tablet in which the player will have to avoid many obstacles including pitchforks and other vegetables in order to escape from the hungry farmer and his wife. You start off in the kitchen of their house and eventually find an exit, then you run through the garden to your freedom, helping other good vegetables and either defeating or avoiding any obstacles you face, these could be anything from ants, to spiders to other vegetables.
After warning enough of your friends about the unforeseen doom that awaits them you will have enough points to get a few power ups, these will include, being able to hide underground for a short amount of time making you 'invisible' to any threats, or using your carrot top to propel yourself further ahead to get a better advantage on hunters chasing you.
The game will look similar to the image below, however there will be some changes (you are a carrot not a rabbit for example).
(Image form https://play.google.com/store/apps/details?id=com.appdegree.bunnyrun @ 9:28pm 21/7/2015 - Author: AppDegree)
Welcome to the jungle is a multiplayer racing game where players play as jungle animals (monkeys, frogs, parrots, lemurs and sloths) who are racing on the backs of other jungle animals (alligators, ostriches, elephants, lion and a zebra). Players race against each other on different levels avoiding obstacles such as fallen tree logs, large boulders and small river streams. Obstacles can be avoided by dodging them or jumping over them, if you do not jump over the stream it will slow you down. Players also collect power ups they can use against their opponents to gain an edge. Power ups include bananas which you can throw at other players to slow them down, a lightning bolt which strikes down from above the tree tops to stun someone, a thick rain cloud that will hover over your opponent to obscure their view, and a bee hive you can throw that will get stuck on your opponent's head and have bees swarm them and make them randomly jump up and down also slowing them in the process. Players play through the levels collecting as much trophies as they can upon reaching first place.
Many years ago while you were going through your judgments so that you could one day become a priest, those who stood on the tide of war keeping the people of the land safe from the things that seek the alienation of the human race. while taking your final test you herd of a foul demon that attacked you home village, you rush back to find your home burnt with the charred remains of your family from then on you vowed to hunt down every beast that you come across. On one of you mission you hear rumours of a family and the home that have been burnt down. You take it upon yourself to investigate, when a large demon arriveand to protect its self fights you while projecting memories of watching him and his family for years and finishes showing him their death. Sadly you are too weak to take the demon down so it escapes. From that moment on you made it you goal to seek revenge and slay the demon that killed your family.
This is a single / multiplayer action game, involving laser guns and delivering as many plates of food as possible from a restaurant kitchen to awaiting customers. The idea is to get the most points to win against AI or other players. The players can optimise their time by jumping over benches / tables etc. The key challenge here is that malfunctioning robots also with laser guns are continuously entering the restaurant. As well as optimising delivery times, the players must use laser guns to destroy the robots, defend the customers and food. If a player is hit the food is dropped also. Two hits and they're returned to the kitchen. In addition as the players progress through the level, more parts of the restaurant unlock with more customers to defend and serve. There are different levels each having unique restaurants with their own layout and robots coming through the doors.
This is a game where the player gets given gifts and has to guess what they are before they open them. The player is given a chance to shake the present to listen to the sounds it makes and is given a brief description of how heavy it is and who has given it to them. There are multiple levels that the player can play that take place during all of the different gift giving/receiving times of the year for example birthdays and Christmas. All of the gifts are randomly generated so the player can repeat the levels as many times as they like and get a different experience every time. The age of the player also changes each time you play a level giving the players a another hint to what sort of gift they might be receiving. The game will run on mobile devices to take advantage of the accelerometer they have so that players will feel like they are shaking their present when they are shaking the device.
Assume the role of the Spirit Guide, the one who must find and ferry the living to the land of the dead. Every day more people die and require to be shown passage to the other side so they can pass peacefully, and it is your job to find them and deliver them safely. However the underworld can be a dark and treacherous place and with only your lantern to light the way it can be easy to get lost.
The game-play consists of moving across tiles, collecting lost souls, and avoiding enemies while making sure that you don't run out of lantern fuel. Each level is a puzzle, collect as many lost souls as you can and get to the exit before your lantern goes out. Every tile you move depletes an amount of fuel, this acts as a move counter and forces the player to think efficiently about their decisions.
Similar to Don't starve, the game would have a Tim Burton art style on the assets and character to enhance the creepy feeling of being in the underworld.
The image I took inspiration from:
img source: http://holdharmonysacred.tumblr.com/post/100276031...
This is a Fort defence game for tablet and smart phones
Cyborg defence is set in the not to distant future where humans have manged to create intelligent A.I and successful bio-mechanical implantation this forming two human populations the mechanically enhanced and the normal's which believes we should not alter our biology in any way . After 5 years of war you are part of the last of the normal civilization . you have been appointed as commander, your role is to improve and upgrade your fort, through acquiring passive and active abilities, buying new towers and weapons, you are required to hold the line for one game year so the construction of the space-ship can be finished, this ship is the last hope for the group and has been designed to sustain life in space.
you will start off with a low tech fort and weapons which will progress rapidly as you progress through the game, their 3 main classes of towers available to the player Heavy , medium and light with the sub class of Guard , Engineer, Long Range , Command , ECM and tackler each subclass grants a passive buff to the fort which your can choose one for each structure your have the strength of this buff depends on the main class and the level of the tower. also each subclass provides one active of which its recharge is dependent on the number of structures of that subclass. the main class of tower determines the types of weapons that can be built on the tower
The weapons have 3 classes - heavy, medium and light and also have different damage types , thermal, kinetic and plasma, range and damage vary's between weapons.
the player earns money through killing enemy's, and the amount you get depends on the type of enemy and weapon used to kill the enemy a weapon that is not effective will give more money but take longer the amount is weighted against the percentage that damage type dealt to the enemy.
image provided by http://www.wpclipart.com/buildings/assorted/fort.png.html