Submissions from 2015-08-07 to 2015-08-08 (79 total)

Miasma is a 2d point and click adventure/RPG for home computers.

The game is set in England in the midst of the era of the Black Death. The player takes of the role of a doctor in his quest to alleviate the pain of the suffering and ultimately find the cause and cure for the disease. It is notable that the game contains noir elements.

The player is tasked with multiple duties throughout the game including, curing patients, researching a cure for the disease and keeping themselves from succumbing to the same fate many others have befallen. These tasks are not forced upon the player and they may prioritise them as they see fit.

The player is given an entire fictional district of England to explore and a large variety of characters to interact with. Examples of such may be priests, apothecaries, the ill, other doctors and so forth. It through interaction with these characters and the environment that the player learns of the progressing plot and tasks they can complete.

Examples of such tasks/quests the player may be faced with are successfully completing therapies such as lancing or leeching to alchemy and flower picking in an attempt to either find a liquid cure or stave off the "foul air".

However should the player disregard or fail in their moral obligations, the doctors' mental state and morale shall suffer. Such will cause a minor or temporary shift in plot and character development for the worst in an attempt to effect the player in such a way their mental and emotional state mirrors that of the character and the overall sense of despair those of the time felt.

Although the plot will progress seemingly in characters favour for at the very least the first half of the game, ultimately there shall be a turning point. This will either be player inflicted, due to interactions, decisions made and so forth or naturally occurring due to plot progression.

The turning point in question is the player's character eventually falling ill. The plot and available interactions will change in response, but of course the player can chose how they prioritise and act in accordance to this. Such a plot change is designed to again cause negative emotion within the player and sense of despair, as ultimately their character will succumb to the grip of death by the end of the game.

The player can of course prolong their characters life should they play correctly and overcome any obstacles/puzzles, or should the player have successfully completed the narrative arc involving searching for "cure". But in the end, all is lost as all interactions and so forth leads the plot and player to act in accordance to history and approach the disease as though it were a miasma.


Image source: http://vignette1.wikia.nocookie.net/the-path-of-dread-rp/images/f/f7/Plague_doctor_by_buechnerstod-d3l1tmg.jpg/revision/latest?cb=20140923012108


In this game you as a late 19th century train track layer. Your goal is to lay track between two points for an already incoming train. There are main obstacles in the ways such as rivers, mountains and canyons but the player only has a limited amount of track the can set. This means players will have to plan fast in order to find the quickest and most effective way to lay there track. If the player runs out of time to finish their track the train will come speeding through and crash everywhere in a fantastic fashion! There are extra prizes for finishing your track with left over tracks such as gold (an in game currency) and extra tracks. Players will encounter treasures throughout the levels that they will have to spend more track placing to reach. Each level will have randomly generated obstacles and treasure that he player must navigate before the time runs out.

You are playing as a very small little creature that is traveling through the roots of this gigantic Mangrove tree in the middle of the ocean. Discovering its mysterious existence, this tree also have a lot of inhabitant living all over from the roots to up on the leaves.

It is a point and click puzzle-adventure game for PC and also websites, there's gonna be "crafting" puzzle and civilian little requests. At first you won't be able to understand their language, but as you communicate with them more using objects and symbols you might be able to decipher it.

There will no main story line except the fact you are just a traveler trying to discover more about the Mangrove's secret. But not everything is all nice and dandy, there are many bad people too so because of this you have to be careful and outwit them first before they fool you.

http://discovermagazine.com/2011/apr/21-mangrove-tree-captures-carbon-filters-saltwater-stops-storms

A game where you are a newly constructed cyborg composed entirely of metal who has awakened to find the factory deserted. With no other imperative, you are trying to escape the factory while remaining unscathed. Hazards include giant magnets which will pull you off your way or across gaps, catwalks that unhinge if you stand on them too long, vats of acid, conveyer belts and crushers, and corrosive rain falling through gaps in the broken roof.

Find a way out while replenishing your electricity reserves at various power stations in order to refuel your functions, and find some answers as to what happened while you were being constructed that could have left this factory in such disarray.

Image: "Catwalk" by -Chris- on derelictmetropolis.com http://derelictmetropolis.tumblr.com/post/31400933764/catwalk-by-chris

You're god.

Or, you were god a couple million years ago.

You go down to the Bar for a quick 66 Million year drink, and what do you come back to?

The intern who covered for you killed your favorite scaly pets, decided to grow some weird monkey-things and told them to worship him instead.

Now it's time to fix what that intern broke!

How? By squishing all the humans of course!

Boop is a game developed for IOS and Android, making use of the touch screen technology in most smartphones. The goal of Boop is to squish every human in each level, from the top down view of a god. The game's name comes from the noise created when a person is squished: Boop.

Players will level up their godly skills as they progress through the game, facing larger and larger levels and more intricate mechanics.

One twist introduced early on is that the human being Booped must believe in you as a god to have you effect them. You can cause this belief by interacting with the environment around them, such as moving things or creating apparitions in crows of people. The skills you level up unlock better abilities and actions to use on humans. In addition, humans will convert those around them, so it may be a better course of action to simply convert a whole map as opposed to individually focusing on characters. The humans will also try to fight you with science, which will be in the form of ray-gun tanks and such. These can be attacked and destroyed through interaction with the environment, by crushing them or flinging them into the sky. The player will not be able to die, but these attacks boost the morale of the population, making them far harder to Boop.


The game would have a similar overall vertical aesthetic and design to the image attached, but the graphics would likely be in a more retro style.


Image source: http://static.giantbomb.com/uploads/square_small/0/8273/285978-250px_gta1_pc_in_game_screenshot.png

Fancy Fishing:

"Fancy Fishing" is a realistic fishing simulator in which the player will have to use a variety of fishing methods and techniques used in real life to catch thousands of different species of fish. There will be a variety of different game modes including Free Fishing mode (in which players can fish freely and roam the large open ocean), Competition mode (in which the player will face off against other people to catch the largest and most spectacular fish) as well as Fishing Time Trial in which the player will have to catch as many fish as possible in a specified amount of time.

The game will feature many different tactics when fishing including under water echo location technology which the player can use to find areas with lots of fish, as well as hundreds of different fishing rods, nets, bait and boats all of which will have to be used correctly in order to catch the correct types of fish. The player will have full control of his fishing environment and will be able to drive their boat around until they can find the perfect spot and then choose exactly what equipment they want to use depending on the type of fish they are after.

The game will feature online gameplay as well in which players will face off against one another in fishing competitions. The game will primarily be designed for consoles such as PlayStation and Xbox as the vibration in the controllers will be crucial in the gameplay as it will be used to signal a fish is nibbling or biting the hook. The possibility for use on Nintendo Wii is also viable where using the Wii remote to fully control the throwing, pulling and reeling the fishing rod could bring a whole new experience to the game.

Image Source: http://images.clipartpanda.com/man-fishing-in-boat-clipart-RTd7oBxT9.gif

This is a tennis game for up to four players, but with some features that will make the game more fun. First the players will select their characters from a large list of animals, each animal have an attribute and a special attack, for example bears are have more strength than other animals and their special ability is to hit the ball with the highest amount of potency available, others animals like snakes will add the ball a poisonous effect so when the opponent hit it will paralyze them and stop their movement for a short duration. Another feature is that the terrain in which players play will randomly change after each match, this terrains will have their own weather effects, so if it's a desert court, there will be sand storms every now and then, this will reduce the visibility of players. The game is for all platforms and can also be played with Kinect.

Image retrieved from : http://www.123rf.com/stock-photo/animal_tennis.html

In Haymaker (or PESTilence) the player takes control of a living scarecrow, with the primary goal of guarding a farm and its crops. This is done by selecting a designated area, bordered by fences and as the scarecrow you must fight off crows and other pests, protecting the crops – losing produce however will affect your final score.

In regards to difficulty levels, larger crops will be harder than the smaller alternative as it's harder to control the area and fend of pests, therefore harsher repercussions to their final score. The scarecrow will have a few abilities to help with movement speed, shielding crops and shooing vermin. In regards to mechanical balance, the abilities will have cooldowns depending on the power of the ability.

Abilities:

  • Dash: a directional jump/dash moving however many units in a chosen direction
  • Birdbrain: control the mind of a crow to turn on the murder (group of crows) and reduce the amount of crows for the round
  • Bubble: protect a selected group of crops to be protected from vermin for a certain amount of time
  • Transform: the scarecrow grows more menacing for a certain amount of time, increasing the surrounding area of effect in which crows will flee

Mechanics:

  • Each round will have a time limit, amount of enemies/waves and a bunch of crops to protect
    • As each round passes the amount of enemies increases and recovery time in between waves decreases
  • Boss types could also be taken into account for certain waves, these bosses will have special abilities so as to not be shooed so easily
  • If all crops get destroyed then it's game over

Features:

  • Replayability
  • Waves of enemies
  • Set of abilities
  • Vibrant art direction

Intended for PC, Xbox One and Play Station 4 or larger mobile devices (tablets) for iOS and Android.


Reference image (Turnip Head from Studio Ghibli's "Howl's Moving Castle"): http://33.media.tumblr.com/ce1c6b8540f7e59513ca5e9791082622/tumblr_n8h3xqmyT01sapfv0o1_500.gif


Game Genre: Action, 3D, third person, fighting, defence, multiplayer

Platform: PC, mobile

In this free to play multiplayer game players team up and split as heroes and villains. Villains must protect their nuclear bomb that will detonate in 4 minutes. Heroes must defuse this bomb, or else they will lose.

Maps will mostly be in an apartment like building, where the bomb and villains are at the top of the building, and heroes must climb and fight through the floors.

Character customisation will be available through the cash market.

Players are able to choose from various classes, from classes of elemental damage of fire, water, air and earth. There are types such as tank, assassins, supports, mages and physical damagers of all elemental types. They have four set skills, and one is an ultimate skill that is only useable once each round. Each skill will differ by class and types, but they follow the rule of: one damage skill, one mobility skill and one defence skill.

The objectives of villains are to: Hold off the heroes from reaching the bomb until the timer runs out or eliminate the attacking heroes.

The objectives of heroes are to: Reach the bomb and defuse it in time or eliminate the defending villains.


Image Source

This is a 3D ARPG open-world game.

Player will be role playing a person with super powers. The story of this game is about protecting home town by defeating the titans. During the rest time (when there is no titans), player can freely explore the home town and learn the unseen reasons/stories. The world setting is similar to the game "Yakuza" series, it is a city in Japan with countless tall buildings. The story is similar to the anime "Yuki Yuna is a Hero" and "Puella Magi Madoka Magica" which both are about fighting titans (monsters/witches).

Player will be having two special abilities: super jump and dead eye (similar to anime character Ryougi Shiki's ability). With super jump, player can easily jump onto/in between buildings to reach the titan. With dead eye, player can see the dead/weak point of anything (including living and none living beings). Like most RPG games, player can buy new weapons/gears/abilities and upgrade them.

Key Feature:

  • -Action, intense game play
  • -Depth of the story
  • -Open-world
  • -Freely explore and choose how the game progresses

Banana factory is a touchscreen game for mobile devices in which a factory outputs a metric ton of bananas every second with the guarantee of every single banana being absolutely perfect!

You are one man in charge of what starts off as a single conveyor belt out of thousands, with bananas coming across one by one. The player must identify any banana that is less than perfect and discard it by using the touch screen controls to pick it up and toss it off the line. Any banana that is too straight, too curved, bruised in anyway or is not ripe is not up to standard! If the player lets three of these poor bananas pass, the factory worker will lose their job and the game will be over.

The player gains points the longer they manage the line. The levels get harder with the speed of the conveyer belt increasing as well as later having multiple conveyer belts going in different directions.

You play the character of a dream repairman, and as a dream repairman it is your job to go into people's dreams at night and eliminate all of the nightmares whilst creating good dreams. This is not as easy as it sounds, as you progress through the level the nightmares can corrupt the good dreams, meaning you not only have more enemies to defeat, but you also have to recreate the good dreams in order to keep the person happy.

For each dream that the player successfully converts they are rewarded with dream boosts, these are a currency that can be spent in a store in order to unlock either power-ups, which give a small bonus during a level, or character customisations which generate bonus stats aiding in your mission or different good dream weapons which allow you to conquer the dreams more effectively.

(Image from: http://www.iemoji.com/view/emojitweets/699/people/thought-balloon/chronological/721 11:32pm 8/08/2015 Author: CarpeDeim (Originally Apple Emoji))

The Trolley Boy is a third person simulator game, designed to replicate the job of being The Lead Trolley Recovery Assistant at a major supermarket. Equipped with your Tow Belt, High-Vis Vest, Notepad, and Pen, its up to you and your colleagues to bring Trolleys in from the two carparks your store has. Your main goal is to have, by the end of the shift, at least five full rows of trolleys within the instore trolley bay, ready for the next team to take over. Use your Tow Belt to hook up rows of trolleys together, to pull them all towards the store, but be sure to sort them out by type first. There are 5 different types of trolleys (Normal, Small, Carrier, Baby Seat, Double Baby Seat), and they don't mix. For Safety reasons, Normal Trolleys can only be collected in rows of 10, Small Trolleys in rows of 13, and the other 3 types need to be moved individually. Additionally, While working in the outside carpark, be sure to have your Raincoat handy in case of a storm. When in the downstairs carpark, keep some water handy, to cool down from all the hot car fumes. Should a car alarm go off, its your job to write it down on your notepad, and inform customer services. Find a food or liquid spillage? Its your job to find a cleaning cart and clean it up. Its a hard life being the Trolley Boy.

Image Source: http://www.romfordrecorder.co.uk/polopoly_fs/1.3235220.1390401699!/image/1961232956.jpg_gen/derivatives/landscape_630/1961232956.jpg

This is a cat themed tower defense, the invading party is a various selection of animals. Your own towers will be upgradable and the selected path for your tower will also determine the type of feline. There will be a tower/upgrade for every single type of cat wild and domesticated. There will be multiple waves of the same animal so you must upgrade wisely, certain cats defend well against certain animals but also have the bane of their existence. There will be very few hints for the player so most of the gameplay will be through trial and error. The opposing force will include dogs, monkeys, birds, elephants, rodents and many more! Stay tuned as this will have a plethora of expansions for you to buy as the enemies that you need to kill all vary depending on what type of cat you are (domesticated or not). Larger felines cannot attack the smaller rodents, they may only attack bigger pray. Small cats may attack large animals but will do little to no damage.

A top down game where you protect your chicken friends from predators. Mixed with tower defence game play. This is a game where the player plays as gnome in the backyard where they co exist with the chickens. The chickens are defenceless from the foxes and snakes that visit their home. The gnomes serves as their protector. In this game, the player will control the gnome from a top down point of view and click to navigate where the player wants his gnome to go to. The gnomes method of preventing ambush is to hypnotise the predators. If the player clicks the predator in the map, there will be a pop up that will show images hand gestures. The player will have to follow these in synchronised order. These hand gestures needs to be done on time otherwise the predators wont be hypnotised and will end up eating the chickens. If the player fails to protect his chicken friends, he will lose the game.

This game is only played in tablets such as iPad or devices that can sensor touch.

Game inspiration the assets for "Chicken story".

3D assets by Anne Katran

General: Blood by Blood is a psychological narrative experience where players get to enter the mind of a man seeking vengeance. The player gets to see the peaceful daily life of the protagonist, Khrom, with his kinsmen, the Glaives of the Grove. Khrom has been taught throughout all his life to use his glaive for his people, to protect the ones he loves. The Glaives of the Grove are a tribe that possesses unparalleled combat prowess, easily trumping the masses of Naums that inhabit sprawling cities whom fight for territorial control. Those of the Grove invited a neighbouring city of Naums for a banquet of peace and coexistence, hoping to waive growing Naum concern over the Grove's power. However, the Naum were too paranoid, and committed a sin. They brought poison, bombs and daggers to a festival of harmony, hoping to eliminate a future threat. They were successful, but it was not perfectly executed. Khrom lived, a man drenched in his people's blood, whose father died shielding his mother, and whose mother stabbed him with a glaive of temporary death. All of his emotions are transferred to the player, who sees the sea of blood in first person. After this initial sequence, the player controls Khrom on his path of revenge, cleaving towns and cities apart to find those responsible, slaying fathers who have families of their own, and eventually becoming a rage-born husk. The more people the player kills, the greater the hue of red that masks the screen. Naums become less and less detailed, ending up as only a bloodied corpse to the eyes of Khrom. Throughout the game, players meet other Glaives of the Grove who survived the massacre, but the quest for revenge has tainted even his feelings of brotherhood. At the end of the game, while the player sieges one of the Naum's largest cities, a Glaive of the Grove confronts him. She reveals herself as Miranda, who was a relatively quiet girl in the tribe. They fight, and Khrom notices that Miranda only uses the blunt end of her glaive. He taunts her, but cannot defeat her. Miranda wins the fight and Khrom awaits his redemption by death. However, Miranda spares him, and tells him to lead a life that follows the traditions of their tribe. The game ends, and then starts again. This time, the player controls Miranda, following her journey of forgiveness and confrontation with contempt.

Expanding on Mechanics: Blood by Blood uses an action combat system similar to fencing, whereby characters parry often and are constantly moving to the best position. The game is not particularly difficult, but each blow has a certain weight to it, with blood being a key motif. If the player ever loses all of their health, they enter vengeance mode, becoming stronger and faster than normal. Combat should feel satisfying to a degree, but the game also provides instances where the player must kill unarmed civilians, which should prove to be a very uncomfortable experience.

Image Source: http://kingdom.wikia.com/wiki/Ou_Ki's_Glaive


Desktop Platformer is a 2D side-scrolling platformer game which takes place in a common household computer's desktop. In this game you control a stick man that is on the run from the Recycling Police. The thin figure has just escaped from the Recycling Police Station (the recycling bin) and must keep running and jumping across the desktop icons to get away from the policemen (crumpled up paper balls). You control the stick man with the arrow keys (or WASD) and/or spacebar to jump (hit it again mid-air for a double jump.) The catch is that you will never actually escape the desktop, your aim is just to survive as long as possible by running as far as possible before you fall or the police catch you.

You earn score the further away you run from the start of the game, so this game is about beating your highscore (and your friends' highscores if you are connected online.) The game gets harder as you progress. The platforms decrease inn numbers, they will move/disappear.

Image source: http://www.yokersoftware.com/desk3d/


A platformer when you are an idea trying to get around the brain to the point where all ideas go to, but getting their you must go though out the brain path ways which are full with falling platfromer, enemy's, unstable gravity and the dark void below.

Like any platfromer the player will be give a way to fight back by launching apart of themselves at the enemy but by doing this you will become weaker until you can't support yourself and breakdown. At the end of each level you will be grade by how much of you is left, time take and how much though coins you collected. though coins are placesed around the level, get them to level up and unlock new abilities. some ideas give you extra boost like increase jumping high, slower decent and more.

Though out the game the player will need to be keeping an eye out for other ideas as they will have different behaviours like try to kill you, run pass you or use you as a jumping pad to get over obstacles, but you can also do that too.

http://assets.vg247.com/current//2015/03/borderlands_the_pre_sequel_claptastic_voyage_1.jpg


This game is more story driven than my other game ideas so far.

The game is all about engineering an experience for the player, namely one that makes the player feel attached to a pair of characters who have been thrown together in a strange twist of fate.

The story is this.

In an unknown setting (i'm thinking a dystopian future, in which magic and technology are of equal weighting in terms of power) someone finds an ancient tome, within which is an incantation that dooms another person. Being doomed means that the devil/death will follow you for three days, and upon the third day, he claims your life.

This person begins to read the incantation, but for some reason is interrupted. This means that the time period defined within the incantation isn't specified.

The person being doomed is the main character of this story, a grunt/soldier (who is yet unnamed). For crimes of his past, he is doomed by this other person. But when he awakes one morning to find death sitting by his bed, after a short dialogue they come to the conclusion that neither of them knows when death will claim the protagonists life. It could be tomorrow, it could be next year.

As it pans out, the game spans a few years, and over this period of time they become great friends, but always with death lingering over them.

These few years that death is following our protagonist, hell is filling up with bad people, and without death there to assign them their eternal torments, hell begins to overflow near the front gate, and eventually, all of these people break free. This would be the climax of the story.

The end of the game would result in death taking the life of our protagonist, and I like to think that this moment would be the most feels driven moment in the game.

Whether it's combat based or not, I haven't decided. I'm basing this idea around the story.

http://images.clipartpanda.com/skeleton-clip-art-44014_skeleton_lg.gif|

http://images.clipartpanda.com/skeleton-clip-art-44014_skeleton_lg.gif

The Town is a Strategy & Puzzle game. This game is a type of game that include different kind of game with various type of rule, and a lot of ways to play.

The story will take place in a peaceful town, where people live in joy and fun. In this world, the only way to have money is challenge other people by any games, such as cards, racing, even sport. Player will play as a kid, challenge other kids, recruit them to make a stronger team, and fight with other town to earn the honor Kings of games.

Furthermore, there will be a system that will generate different mini-games. A game can have a lots different rule. So everytime, the system will choose randomly a game with a rule for player. People can also send their ideas to make a mini-game in their way, but they have to achieve something in the game like honor in order to do so.

For sport event, there are 5 main atributes in the game that will effect direcly to the character for sport event.

Strengh: increase the power

Agility: increase the speed of action

Inteligent: affect to special skills

Speed: movement speed

Tough: increase health, mana, and stamina.

Player can choose to play alone or gather the team with other player or with NPC or hire them. There will be some unique item that require player to take down some bosses, hunt or steal the treasure.


Image link:

http://wiimedia.ign.com/wii/image/article/868/868466/new-crystal-chronicles-downloads-in-japan-20080422060430769_640w.jpg