Submissions from 2015-07-22 to 2015-07-23 (90 total)

Dome Wars is a 3rd person open-world RPG title, Where you play an unnamed protagonist living in a small town in Midwest USA. And then all of a sudden, out of nowhere, A semi transparent dome appears, sealing the town and surrounding areas off from the rest of the world. From there, the rest is up to you. Dome Wars would feature an open world dynamic storyline, based on both the actions of the protagonist as he interacts with the townspeople, and the underlying narrative. You could help keep the town together, working as a whole unit to survive, or alternatively let the power hungry Sheriff become dictator, while you and a band of rebels go live out in the wilderness. Either way, not everyone is going to survive. Help farm crops, become a law enforcer, or go hunt down what formed the dome in the first place. The choice is entirely up to you. But be careful where you go, and what you find. Not everything, or everyone, stayed the same when the dome appeared.... Maybe not even you.

Image Source: http://vignette1.wikia.nocookie.net/simpsons/images/8/82/Dome_2.jpg/revision/latest?cb=20140911002002

Ultimate Prison ball is a multiplayer sport game on console you can play up to eight players. Inspired by the basic prison ball game, this one has different rules and the players are special.

Player Selection

You can choose the members of your team from a wide range of unique characters. Each of them has a special power, different capabilities ( stamina, speed, strenght... ) and different moves when it comes to avoid the ball or throw it back.

The team members selection can be strategic because each character will have more or less advantage in some of their abilities.

Rules

- If an opponent hits you with the ball, you are eliminated and you wait the next match to play again. ( The aim is to last the longest possible )

- If you ever cross the line you get a red flag and after three red flags you get eliminated. As a result the other team win.

- You are allowed to fake moves so your enemies will get confused on where you may throw the ball

- You can drop the ball only twice and you get eliminated

- You can be touched everywhere on your body and it counts, as long as there is contact with the ball

Game mechanics

The player controls the direction of the ball he is throwing and measures the strengh because it affects the damages the enemy will endure. Precision is needed not to miss the target and eliminate the most opponents.

Using a controller, the special skills and powers are executable with combinations the player will have to figure out throughout the game. If for example we simultaneously presstwo specific buttons it will execute a move or if we press the same button several times it will execute another etc

The player will have to find the combinations for the best moves.

The damages from the battles on the field modifies the game zone which generates obstacles that the player must avoid

The team who accumulate 3 victories is rewarded a trophee and a harder match.

Gameplay


After selecting the members of your team, the match is set in a pre-generate arena ( from a variety of decor elements the computer generates arenas randomly for each new match ) and you are about to begin. As each player you chose has special powers and moves, you start to discover them during the game and get to master them in order to defeat the enemies. Powers differ from elements like water, wind, earth, fire, electricity or ice and they all have a physical impact on the field.The more the match is "violent" and interractive, the more the arena will get ruined.

The matches are timed. You have teams of eight members, if all your players get hit by the ball you lose. If their are more players remaining in your team at the end of the match you win.

Vampire, beings of legends, like Dragons and Unicorns. However we do exist, we live in the night hidden from human sight. Yes for thousands of year, we have limited are involement with you Humans but now we are in trouble are food supply has being used up so we need to get some blood, HUMAN BLOOD. The player is give control of Brendon Bloodgood one of the pure Vampires he and is two servant Akeldama and Orfeo. he is give the tasked with getting more blood which can be use to products more food to feed us Vampires. The only problem is the blood they need to be pure blood. prue blood only comes from sheltered teenager girls. These teenager girls need to be keep out of the corrupt society of Humans. The types of girls genally come from powerful familys with tight security making getting in and out a difficult task to do. Not too mention the fact you have little idea of where to find then girls. But that will not stop you and your servants from completing it.

As being all pure blood Vampire will give you night vision, the ability to turn into a bat and with long nail like claws ontop of being able to regenerate heath from drinking blood making you far stronger then any mere human.

Orfeo is a shadow walker. His ability's forces mainly in the art of stealthby bleading into the shadows and crossing though the mirror world, his targeting tracking can be use to gain a lot of info before and dueing your strikes. his main weapons is a pair of daggers.

Akeldama is a blood dancer. She can mulipuate blood to do as she wishes from building weapons to effecting electronics. She will be very useful in a fight as she can also help you guy up with healing as well.

Being a Vampire has it's advantages as well as it's disadvantages like, Holy Water can burn you, Sliver does far more damage, Rosario's slow Vampires movements and Garlic beaths can weaken a Vampires sight. As a game which offers both stealth and rushing combat ,each action you do well effect how the protection of the girls will act. Going stealthily in a strike will give the protection forces into belive you are a Vampire and trying all possible way to kill you. Some will effect you, some will not, making crack within their protection which can be use to you advantage. Going in by rushing will let the protectors of the girls know about you and giving reports on what items effect you, but by doing so limits what possible items which they will try and use on you.

In the start of the game the only way to die is from loss of blood giving you an over welling advantage but as you become more knowned the humans will try using what is supost to be a vampires weakness and equirpe themself which do the same thing as you eg nightvision, slowly remove your advantages. by listening into rumors the player can gain more knowlenge from you existance to what weakness they believe you have, who is guarding what place and were a possible pure girl could be. Beware as these are rumors they can be lies and traps used against you. Exploring the map can give you more insight on where is the best place to attack from and hidden item to boost you and you servants. You can also go in and saboutage as fake what weakness you have.

- Exploring the map from above.

- Stealth and rush gameplay.

- Rumors.

- Fame.

http://new-monster.wikia.com/wiki/Vampire

Planetary Evolution is a turn based strategy game that has a big story element to it. It is played from bird's eye view and made exclusively for PC. It's set in a futuristic environment that you control. Basically you start on earth and with the help of futuristic technology NASA scientists have developed a satellite sensor that travels faster than the speed of light that has warned the earth of an impending alien attack.

As the player you must prepare and command the earth to survive this attack. The player will start preparation by trying to gather resources and advance technology to prepare for the colonisation of our solar system. They will do this by building new cities and facility's as well as enhancing already existing ones that aid in the collection of recourses and manufacturing of spaceships and new upgraded facilities. By doing this they are also working towards unlocking new and better technology researching stations. These stations allow you to gather points that you can spend in a massive skill web that branches out in all different directions to advance the human race as you see fit improving different aspects of your game such as upgrading the weapons on your battleships or increasing the amount of resources a particular building collects.

After they have gathered enough resources and new technology you can start to colonise other planets and farm them for resources as fast as possible. Then the player will start to build defences and create a space battle fleet to prepare for this alien invasion. Once you feel comfortable and the timer is up the aliens will attack. This will open up into a massive turn based strategy battle focused around earth with waves of alien attack fleets. You must control and upkeep your defences and fleets creating more as they are destroyed. Eventually you will start to win the battle and repel the alien forces.

Once you have purged the solar system of aliens this will trigger a huge amount of points to be given to the player. From this you will be able to drastically advance technology. The reasoning behind this is from scientist studying the salvaged alien technology from battles. This will also automatically unlock special upgrades improving spaceship speed and the player will be able to follow them as they retreat from defeat. Ultimately to win the game you will decide to eradicate them and destroy their home planet or try and find out why they wanted to attack you in the first place and come to a peace treaty agreement forcing them to surrender.

This game idea was inspired by various aspects of games such as Sins of a Solar Empire as well as StarCraft II and Civilization Beyond Earth.

http://media.moddb.com/images/mods/1/25/24024/Sins-of-a-Solar-Empire-Rebellion.jpg

Cookie Clicker whetted your appetite for idle games, but left you pining for your true desire - medieval mercantile? Worry no more friend, Medi-Idler Magnate has you covered. You, the newest shop-owner in all the lands, must manage the process of resource collection, item creation, and product selling to ensure that your trusty adventurers know they're getting only the best at Insert-Name-Here's Shop. Through utilising an idle-based system, your workers will be bringing in those hard-earned gold coins to improve your business at all stages of your pipeline – it's not just enough to have your trusty miners bringing you high-quality ore, you need your expert blacksmiths to keep your gear finely tempered, and the sharpest salesman to ensure that every adventurer leaves with less in their purse. To pursue true financial domination, you'll have to ensure your subordinates are well-trained, well-equipped, and well-dressed. And that there's plenty of them! However, it's not simply enough to employ and deploy the right people – you'll have to be making smart business decisions about which resources you track down, what pieces of gear you make, and how you order and sell your stock in the shop. Outside of your shop the adventurers you supply will go off and do battle with fierce creatures and dungeons – they'll certainly earn a lot of gold coins, but they won't be returning if they're not well-equipped!

Game Features:

  • Complex stock-based resource system, with a variety of tier-based operators that interact and transform basic pieces into more complex ones (nobody wants your Cruddy Copper Ore, but they definitely want your Cruddy Copper Chestpiece)
  • Tier-based workers at every task with exponential scaling costs
  • Array of interesting upgrades that influence the capacity and skill of your workers
  • Character-based adventurers that have preferences and will certainly die to a Dragon if not cared for
  • Plenty of heavy micro-management to achieve optimisation, or just sit back and idle

Unique Selling Points:

  • No more being the adventurer! You're a shop keeper now
  • Reforms and reinvents the idle game – visually see not only your workers bringing in stock, but also the effect of adventurers living and dying by your prices and wares

Image Source: Austin O'Brien

Of Dragons & Men

BCT15021A 23/07/2015

Overview: Of Dragons & Men is a game where players will take on the role of a dragon rider. Players will experience what it means to be a dragon rider in the land of Drakvaar, where battles are fought and won by those who have the mightiest dragons and riders at their disposal. The land of Drakvaar is a world embroiled in a state of conflict as Dragons & Men compete to dominate the land, sky, sea and each other. You will play the role of a young man or woman whose actions and decisions will determine the state of the world.

Aim: The goal in this game is to conquer and hold territories and amass a powerful army of dragons and riders. Players will be free to choose how they play the game in terms of whether they want to be a tyrannical ruler that crushes those brave enough to oppose them or a benevolent ruler that seeks to establish peace and unity within the land, or anything in-between.

Mechanics:

. The game will play in a turn-based fashion.

. Management simulation.

. Level up system (for both dragon and rider).

. Character customization.

. Moral alignment system.

. Seasons.

. Crafting System.

. Dragon Hatchery.

Features:

. Turn-based styled gameplay where players will be able to attack other territories, join battles, hunt for new resources, and react to turn based events during their turn.

. Players will manage their realm, dragon stables and army during their turn as well as being able to construct or upgrade buildings that will help to make their realms stronger. They will be able to send spies to learn knowledge about rival kingdoms and steal dragon eggs or hatch them to cause mayhem on unsuspecting kingdoms. Assassins, dragon-slayers and mercenaries will play apart in this game as all can be used to aid the player in conquering the land of Drakvaar.

. Players will be able to pick their character stats in the start of the game and then level up as they progress. Their level will ultimately determine whether their mounts will obey them or their troops. Higher level means, better gear, better dragons, and better infantry.

. Players will be able to customise the look of their character at the start of the game and during it. They will be able to pick their characters race, giving various bonuses and a different play style depending on that races strengths and weaknesses. Different armours and weapons for mounts and riders will also add the feel of the player's personal touch.

. The decisions and actions of players will affect their moral alignment as well as their dragons. This doesn't just influence how people will react to the player, it also will begin to alter the world around you, especially the land that you own and the look of the player's character, troops and dragon.

. Seasonal changes will affect the lay of the land. Certain dragons will only be available for capture during specific periods throughout the year. Dragons will become more common and less common depending on the time of year it is.

. The crafting system will allow players to combine various and powerful artefacts they find or win through conquering neighbouring territories. This will enable players to create powerful and unique weapons, armour and buildings that would otherwise be unobtainable. Rare and extinct dragons can be brought to life via this method which will give players the edge over their enemies.

. The Dragon hatchery is essentially a dragon-fusion mechanic which will enable players to put two dragons together to create an entirely new and different breed of dragon combined with various traits of its parents. The hatchery will allow players to raise dragons and store eggs. Players will have to be wary of unknown eggs they attain as a dragon that they hatch that's too powerful for them to control could wipe out their realm from within or cause serious damage to their kingdom.

Destroy cities playing as Mittens, a cat with a vengeance. Disgusted at the lack of greenery in the urban environment he resides in Mittens vows to destroy every bit of the concrete jungle.

The game play will consist of destroying as much of a city as you can under a time limit, destroying city buildings will gain you points while destroying wildlife like parks or gardens will decrease points. As you are destroying the city you will be attacked by random civilians with guns, the army, and possibly an army of small dogs. Collect bonus items like cat food, yarn balls, and cat treats for extra goodies such as: 2x score, health, and power ups. The round ends once the time limit is up or the city is destroyed, and then you move onto the next city, each battleground will be a famous city (Paris, London, Chicago) to add more interest to the player.

While playing you will be able to collect cat nip balls, once you collect enough cat nip bits then the ultimate form of Mittens is awakened. The little domestic kitty will turn into a big cat monster, unlocking rampage mode where you do more damage and earn more points.

There will also be skins to unlock. They will be unlocked after a total amount of damage is dealt, which will be counted on a stats page. This allows players who aren't good at doing a ton of damage each round to stack up points and unlock higher tier skins by grinding. Skin ideas could be stuff such as: tabby, lion, tiger, Mario hat and much more!

Image I took inspiration from:

https://www.pinterest.com/pin/48906345929787127/

Deus Mars is a MORPG where the player exists in a world located in Mars centralised with bot fighting. Each player gets to have 3 maximum bots. Each bots has their own characteristics and abilities obtained to how their owners develop them and to where they come from. Every bot is unique. Different terrains and maps also influence the behaviour of bots.

Each bots have their primary statistics/abilities.

STR (Strength) = physical power of the bot, allowing it to deal damage to the opponent if even if there are no weapons equipped.

AGI (Agility) = speed of the bot in many aspects, allowing it to attack faster and dodge attacks more often.

VIT (Vitality) = endurance of the bot, it affects the "HP" and restorative power of the bot in other words, it measures how "Tanky" the bot is.

DEX (Dexterity) = affects accuracy , in many aspects allowing the bot to land its attacks easier. Each bots have their primary stats.

Players fight each other in the arena to test their bots strengths and weaknesses.

Solving quests can also be a way to improve bots and also obtain items and weapons, both for the player and their bots. Trading, selling and buying items can also contribute to the progress of quests.

Obtained inspiration from the movie Big Hero 6. Art by KevinNelson. Kevin Nelson's Blog Spot

Example of a bot with high in STR and VIT :

Game Genre: Arcade, hack and slash

Platform: PC and Mobile

Inspired from the flash game Black Knight, this game is a 2D hack and slash arcade game.

It features a character running towards the left with a sword, and various enemies will appear in which the player slashes with decent timing. If timed wrong, they will miss and be hit by the enemy consequently losing HP. The game will never end until the player dies. The game revolves around a high score system depending on the distance you travel.

Each enemy will drop coins according to their difficulty and rarity. The coins can be used to purchase better weapons from the shop, and players will be able to reach longer distances. Powerups will be available while playing the game, and each powerup will grant different abilities. There will mainly be 3 powerups: Range increase on weapon, invincibility for 15 seconds and extra coin drops.

In this isometric simulator, you play as the manager of a zombie airline company. The game takes place in an airport where people queue up to check in to your plane. Your job is to NOT scare people away and get your plane filled. This can be done by buying upgrades based on the amount of money collected, which you get from people flying with you. Upgrades can include giving your zombie flight attendant a stronger neck so that it doesn't fall off during check-in - giving away the "undead" nature of your company.

Once your plane is filled, you can see the plane-view and how all the passengers get "nommed" by the zombies (mid-flight) and a variety of awesome death scenes (which you can unlock too). Once the plane lands, money rolls in and it all starts over again.

Upgrades can include multiple planes, upgrades to the infection rate to get more zombie flight attendants, less conspicuousness at the check-in, more advertisement (more people) or even better PR (gets rid of all those negative reviews of people claiming zombies are on board).

Features:

  • Tons of incremental z-$$ to be earned
  • Tons of upgrades and achievements
  • Awesome death scenes to unlock (from zombies ripping out intestines to ripping off it's own arm to club a human to death)
  • An "average price" meter that the player can adjust in real time to find that sweet spot of money vs time vs zombie foods

USPs:

  • Players play the game a bit, then watch epic deaths unfold, it's all about the amount of people you can nom!
  • Idle game as a genre to enforce the first point. Very little interaction, very high reward! (death scenes - woop!)
Screenshot from Airline Tycoon (Infogrames, 1998) retrieved from http://amigakit.leamancomputing.com/catalog/images/at-shot1.jpg

This game is designed for mobile phones and tablets, but can be adapted for PC, probably not consoles.

It is summer, the weather outside is hot... As usual, all the office workers are divided in two camps - those that think it is too hot and turning the conditioner all the way up, and those that think it is too cold and turn the conditioner off. All this squabble really interferes with the workflow, so you have are hired by the boss to keep everything in order.

Mechanics: Every employee in the office has a gauge and a tendency to get hot or cold depending on the overall temperature in the office. The player needs to take care of their temperature needs by placing heaters or fans to warm or cool down the employees to keep their productivity at their maximum. As time goes by the heater / fan will overheat / overchill the employee and he will start complaining and lose productivity and the player will have to manage that. Also, both heaters and fans will be of limited supply and will have an area of effect, so the player will also have to try and manage multiple employees with similar temperature needs.

The temperature in the office will depend on the amount of employees, the amount of heaters and fans placed, the temperature outside and also on the mood of the boss. Why the mood? Because the boss has the remote control for central ventilation, which lets him select the temperature comfortable for him, and he doesn't really care to put a heater or fan in his own office. It is your job to cope with that.

Progression: The player starts out in a small office with somewhere around 5-10 employees and will grow from there. If his management of the employees' needs was successful, he will be promoted or hired by a larger company with a larger office and more people. The highscore will depend on the overall productivity achieved by the office workers during the gameplay.

Gameplay: The game itself will probably be a 2d top-down view of the office floor with the player walking around with touch control or WASD on PC, picking up and carrying around heaters and fans to satisfy the employees needs. Think Hotline Miami, but with less blood and gore.

Image courtesy of IGN Hotline Miami 2, one of the few without any blood and gore :D

A side-scrolling/flying game where the concept of time has begun to fade out of existence, causing the world to slowly collapse into the void.

You play as some sort of mutant animal (chosen before the level begins) and use the arrow keys to guide the character around obstacles/into pickups. It is set in space-like environment with hints of real world objects drifting through it. There will be one endless level where the player must guide the character through this broken world as long as possible before they lose grasp of the concept of time altogether and the 'void' (a massive dark swirl constantly behind the character) swallows them.

The world will be peppered with time pieces (various clocks/watches etc) that give out points and push you further ahead of the void. There will also be various traps around that slow you down and push you backwards when encountered. As the void encroaches the world will start to become glitchy and harder to navigate through and the closer it gets, the harder it is to escape it.


http://25.media.tumblr.com/tumblr_lmffg846wZ1qawdgeo1_500.jpg

Yes this is yet another simulator game, but oh how fun it would be to own your own demon doggy friend. In this 3D simulator, you as the owner of a demon puppy decide that it would be the perfect idea to take your beloved pet out for a stroll in the park. However, your cute little buddy has a tendency of making a bit of a ruckus in public. You, as the responsible owner, have to keep your very destructive and curious demon puppy from tearing the park up. Using your arsenal of spray bottles, treats and toys you have to distract and maintain your puppy's attention to avoid him setting objects (and people) on fire, eating other dogs, destroying public property, and just causing an overall panic.

In a nutshell, keep your sweet puppy happy, no one dies, happy ending.

Found at: http://neverdead.wikia.com/wiki/Puppy

It's a more realistic view of Hasbro's the Game of Life from the perspective of mental illness, majority aimed towards Depression and Suicide.

In my perspective as much as it's a good game to play at the same time it's portrayed as some glorified view of life without leaving out the harsh realities that many face in today's society. Instead of having the aim of the game as reaching retirement I would alter that to aiming to survive until retirement age and the player that is still alive and is the most positive wins, the aim of the game is to look at it for what it is and hope that others could become more aware that they are normal people like you and me they just struggle with some stuff in life more than others.

At the beginning of the game there could be 6 potential outcomes of childhood half good and half bad in which a dice could be rolled to see each player's outcome. At the same time if player rolls a one they start with $10,000 through to a player getting a 6 and $60,000. When it gets to college based on if they have enough money to pursue a career of their choice they can choose that, or they can choose to keep the money and start on a minimum wage job. The third option is they could spend the money they have and borrow from the bank for a loan to choose a career, this starting their debt, funds are paid back over the period of the game at the player's choice the debt could increase or decrease as the game proceeds.

By creating two separate lots of cards for Career and Jobs it gives them the perspective of knowing the difference as the game proceeds towards the end if the player makes it that far.

I would also create 5 colored life tiles.

Blue to represent sadness

Purple to represent loss

Yellow to represent happiness

Red to represent love

Black to represent a permanent problem

These life tiles will affect your overall score at the end as Black tiles are -15 points, Blue tiles equals -5 points, Purple represents –10 points, Yellow is + 5 and Red +10.

The first phase would only had 1 black tile, 4 blue, 3 purple, 6 yellow and 6 red.

As each phase is played through the depression number of tiles would rise and the happy ones would decreasing making the game harder.

Bringing in color tiles on the game board itself and circumstance cards would also show how a simple thing as a person's routine is out of order could be detrimental to the mind frame of someone with an illness of this type. Being overstressed and already having severe depression could also lead to bipolar which the player would be given a black tile as a 'permanent problem'. There would also be two deadly circumstance cards added in to prove that any person could pass at any given time so each day is precious, if the player retrieves one of these cards then they must place there token on top of the card at the end and for each of their turn they must place their loved ones/ children if they had any on top of their token to show the overall affect that it has on the outside people who still love them.

A player could also opt to quit the game at any given time, however they must first admit to all the other players why they are choosing to essentially kill themselves.

As well as this for each pay day the player must pay rent if they are renting or rates if they own their own house, either way it's the reality that even though they are suffering they still have to find a way to survive.

If the player is a female after childbirth there is a 50% chance of the player getting post-natal depression which again would swap the normal happiness tiles they have just received to sadness yet still leaving the love tiles.

There are many mechanics that could be added and taken away where this subject is concerned which I have been debating within my mind all day but as a overall it would be good to make the next generation see that life is no fairy-tale of getting married and having kids then living until retirement and retiring at some village or home.

Life is about choices, you just have to live with the ones that are out of your control and keep moving forward.

Image sourced from :

http://cdn.lipstiq.com/wp-content/uploads/2015/01/game-of-life-board-game-u6t0ctcc.jpg

This game is a MMORPG which uses the HoloLens. With the use of the HoloLens the game creates a virtual fantasy world which players can do basically the same thing in the physical world. Players interact with the physical world as if they were interacting in the virtual world.

For example, if the player were to walk out of their house in the physical world while playing the game using HoloLens. The house in the virtual world wouldn't look like the one in the physical world.

This game encourages players to interact with the physical world while enjoying the game in the virtual world. An advantage of this feature is that players exercise their body while playing the game, whereas other games, players are restricted to be in front of their gaming devices.

Game Features:

  • Fighting monsters
  • Doing Quests
  • Party with other players.
  • Interaction with players
  • Having Weapons
  • Physical body movement

The game theme and style will look somewhat like this

Image Source:

http://i.ytimg.com/vi/QRpXcSNtRtU/maxresdefault.jpg


A 3rd person survival game incorporating many of the features found in spore. Set in the time of dinosaurs the player starts off as a small creature on the land or in the sky/sea and has to survive and evolve to win. The player must decide on how their creature will evolve, whether they will be a carnivore or a herbivore, whether they will live alone or in groups and what environment they will inhabit. unlike spore however all of this is done from a 3rd person perspective of their character. The players character will slowly adapt over time but major changes can only occur in the next generation, meaning the player needs to create offspring to advance. The offspring also function as a checkpoint in case the player dies, they will instead take over one of their children. It will incorporate several different ways to win, from pure strength of your species, to population spread to adaptability allowing the player to live anyway they want.

You exist as an alien hivemind thats landed on a remote area of earth. The game plays out as a top down strategic game where you must slowly infect nearby small towns, and work your way up to trying to take over the entire world.

Your main 'ship' will send small veiny like structures across the ground, visually staining it. Similar to the ground in the War of the Worlds film (the more of the world you infect the more the ground will appear red) - Should you take over the entirety of earth, you win the game. As you progress the camera will slowly pull out more and more (though the user will have control over this) to reveal more of the world, but only in the regions you are nearby to.

You dont have a great deal of direct involvement in who you will specifically infect (you can zoom in on cities to see how the infection is going) but you can choose where and how. The upgrade system will allow you to focus on different areas of infection specialties. You can also choose to focus on 'strength' - which allows for people who are under your control to fight for you and kill others. Similar to something like Plague inc though this will alert the authorities and will cause them to investigate. If they find out about the infection before you are able to infect enough people for a combat force then it can become hard to win.

Alternately you can play the game more tactically and slowly infect towns and regions through more stealthy options (i.e. take more time to research human culture to make it easier to hide your alien agents in normal society)

On top of this you must control your resources that you gather carefully. You will spend resources on where your alien 'veins' spread over the world in a somewhat controlled (but organic looking) matter. Should you take it fast and agressive you will gain resources faster to help you agressively expand faster. Taking it slow gives you less resources, but is a more safe and risk adverse option.

Imagine a world without sound and your surroundings are black and white. You notice small nodes floating all around you; each ranging in various beautiful colours. As you walk into a node the world suddenly bursts into that particular colour and a curious instrument begins to play. As you walk into a second node the colour of that node is added to your world as is a second instrument being added to the music in the background. This 2D platformer is a dungeon crawling musical adventure. The players' main objective is to collect all nodes of the world to create a beautiful soundtrack and colourful world. Beware as each node is collected, enemies will evidently spawn as a result the player cannot destroy the enemies, simply avoid them at all cost. The more nodes, the harder the game becomes. Collecting all nodes of the world will result in the player advancing to the next stage.

Music: The game will feature an array of genres from elevator music to deathcore!

Mechanics: This game will play quite like Risk of Rain in terms of enemies, this is an adventure dungeon crawler

Customisation: The player will be completely customisable (Within the pixel art style limit) there will be a vast amount of races to choose from, include spooky skeletons

DLC: The DLC will feature copyright music, but if anyone asks it wasn't me that authorised this!

Platform: PC exclusive

this is a 3D platform game set in a murky forestin a similar style to limbo in terms of graphics. You play as a bird hunter on the hunt. You collect their skulls. As you play and are tracking routine birds, you see the legendary eagle called "Echo". Seeing your chance of a lifetime, you track Echo in the hopes of shooting it and claiming its skull as the ultimate trophy. During your journey of tracking this eagle, you start getting visions. The visions turn out to be the view of the eagle's. As the game progresses you learn about this Eagles life. At the end of the game you are faced with a choice - kill the eagle and take the skull as the ultimate trophy or let the eagle live.

Gameplay mechanics: there are 3 stages of tracking:

1. Initially you see their flight patterns and determine where they will be next.

2. You then track their feeding patterns.

3. Once you know where they will be on any given time of day, you use sound to determine where the bird is exactly.


Image ref: http://www.lumarte.eu/en/elicia-edijanto/echo-2-w1009



23/07/2015 - The Seeker

The Seeker is a 2D sandbox/social RPG made primarily for online multiplayer. While a lot of games focus on some quest or goal set by the developer, The Seeker is primarily about the fun of the reaching new skill levels and gaining better statistics. It's up to the player whether they want their goal to be beating the strongest monsters, making the strongest equipment, earning the most money or owning the best pets or houses, with multi player acting as both an incentive (to be the best, or useful to the community) and a way to take the edge off the grinding.

There would be a few different quests in the game, but character strength development would mostly be gained through grinding monsters for character exp as well as fighting skill exp (such as sword fighting and blocking, or spell casting), gaining rare drops from enemies (usually in the form of a gem needed for blacksmithing the strongest armours), and taming better pets/mounts using the tame skill. There would be an obvious path to follow through the diverse areas in the game, but players would never be (too) forced into taking one route. For example, if you wanted to become the best lumberer and carpenter, you could reach a new area with new trees by crafting a boat/airship once your skill is high enough, if it was taming you were working on you could learn to tame a swimming/flying mount to reach stronger pets (yes they can fight). If you just wanted to kill things you could sell monster drops to npcs in order to buy your way around from other npcs. The possibilities are only limited by the amount of skills available in the game, and your desire to grind any of your choosing.

This game would be on PC only since it isn't designed to be a massive game, more like a sandbox you can meet new people in while feeling like you're achieving something.


http://dist.alternativeto.net/s/29392194-3e25-e211-aff1-0025902c7e73_2_full.png?format=jpg&width=1900

Image copied on 23/07/2015 from this URL, it was made with RPG Maker VX Ace according to the website.