Experience a journey into Zen. Most games require you to play your own story... But what if your story was finished? What if you had already fulfilled your own desires and needs? What if you had lived, loved, laughed, and lost? What if there was nothing left for you to do but simply... Ascend?
You become an Emissary, an ethereal being dedicated to the betterment of others. It is your divine job to guide your assigned subject towards the best possible life experiences. You must help your subject fill in their own stories - living, loving, laughing, and losting (??) just as you have. It is natures way of 'giving back' to the world you lived in.
How will you choose to guide your subject? Perhaps they will develop a penchant for fine oil painting? Or maybe a pair of strong, builders hands? Maybe you will have them become a man of the cloth, or a soldier of fortune? They could even be a politician, or a crime lord. How you wish them to experience the wonders of life is up to you!
Emissary is a procedurally generated, zen game experience where the aim is to enjoy yourself. Do as little or as much as you please for your subject, from where to live, to the finer points of toiletries. Watch over them as they live out their life, and when it comes to a close, watch the choices you made for them unfold as their life flashes before your eyes!
Gameplay features:
Image source: http://vignette4.wikia.nocookie.net/thestanleyparable/images/f/f1/Adventure_Line.jpg/revision/latest?cb=20140114153324
A real-time strategy game set in a medieval fantasy era, around the time of great warlords such as Alexander or Genghis, where you play as a Witch-doctor with a number of mystic skills, including reanimating the ashes of the dead. Your home is a small nation trapped between two much greater powers who are currently at war, and your nation's failure to choose a political side has left it very vulnerable. Now, with one nation making a move through yours to their enemy, your infrastructure is collapsing under the invasion's weight.
Your only advantage is the chokepoint location of your nation; situated between two valleys, there are only two or three major fronts you can be attacked from, with a scattering of smaller points of entry to watch out for. Your nation still lacks mighty heroes, however, and this is where you come in. The fall of your nation would mean your death, as Witch-doctory is considered heretical in the invading nation and you would be executed for your crimes.
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Through your farseer mysticism, you are able to see major battles and leaders as glows on your world map, allowing you to track the campaign's movements and see which important heroes are where at any given time. This will be the means you can use to position yourself - your resurrecting powers are the key to your nation's survival, but you need to travel to the places it is needed so you can be of use. This is instant for the player, but takes time in the game, and before you leave your map will be shown the state of the campaign at the time you will arrive, so you can decide if it's worth trying to come to the defense of one front over another.
You have to position carefully, though. You need to first get into position, then contact the local defense via your mysticism so they can bring their fallen champions back to you. But if you choose your place badly, enemy movements might stumble upon you and execute you, or steal information of your allies.
Once in position, there are a number of things you can do: gather ingredients for your other actions, although you start with a limited supply; set up traps, wards, and decoys to allow your safe escape should you be discovered by the enemy's patrols or mystics; contact the local defense and having them bring their fallen leaders to you so you can reanimate them, bolstering this front's defense; or use mysticism to enchant or bolster the soldiers, cause bad weather to impair the enemy's movements, or curse their troops with ailments such as ravenous hunger or sleeplessness. Be as much of a minx to the enemy lines as possible, but pay attention to the map so you know where to move to next, before your nation is overrun from a different angle. Above all, do not let yourself get captured!
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Image: Voodoo Whisperer: Curse of a Legend (Gogii Games, 2014) http://www.bigfishgames.com/blog/walkthrough/voodoo-whisperer-curse-of-a-legend-walkthrough/
It's a first person shooting game, Game is set on a hot Sunday summer afternoon when everyone in city is inside their house near air conditioner, their are other heroes who do their job without the fear of getting tan or sick.
The game is about a civilian who's on a mission to help people who's affected by the summer heat by providing water and refreshments to soldiers. police, labors etc.
In addition player has to serve and protect himself from sun by running under sheds and tree shadows, players energy level reduces as he's exposed to sunlight, as the player succeeds on 1st level 'the city" he can go to various levels such as deserts, mountain, fields etc. Player's point level depends upon how many refreshments he serves to civilians, civilians drink consumption may vary for instance soldier may require more than other civilians, player will get several power ups on his way through mission such as UV protection cream, shades, hat, refreshments etc
game will be released on mobile platform.
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Fictional is an exploration of the imaginative world of fiction against the coldness of reality. These two worlds are parallel and must be crossed to accomplish objectives. However, actions in either world will have unforeseen consequences in both. As an example, the player is tasked with asking their manager for a raise to their wage in the real world, something that can be quite daunting, but is necessary as their current income cannot sustain their lifestyle. In the fictional world, this could be described as a save or kill quest, where the player has to option to save the corrupted lord of their estate with words, or dispatch him with violence (The protagonist of this story obviously has some issues with their boss). All three of these options, asking the manager in the real world, saving the corrupted lord, or dispatching him lead to different states in the worlds of fiction and reality.
The game starts off with bright and colourful imaginative worlds, filled with the hopes and dreams of a person suffering from a strong delusional disorder. Players follow the story of this person as they struggle to bring meaning to a monotonous and serious life and balance it with their fictional interpretation of it all. This person hides inside of their imaginations, but is brought outside to face reality by a series of events. The main mechanic of this game is making decisions at critical points in this person's life, and then watching it unfold. Each decision should make the player hesitate, thinking about the consequences of acting in the fictional world and acting in the real world. They should have questions like "Can this person really convince their boss?", or "This person has been under a lot of stress lately, I feel that they should tackle this issue by looking at it from a fictional perspective", or even "Which one of these will help this person more?". Its dark, its humorous, its light-hearted, happy, and depressing. Fictional is a narrative explorative experience, one that may carry more weight than meets the eye.
Image Source: http://www.scopeproductions.com.au/wp-content/uploads/2014/05/ft_img.png
Game Genre: Platformer, 2D, puzzle
Platform: PC, mobile, Playstation, Xbox
In Walk the Fall, players will play at a cross sectional viewpoint. The game starts with a character standing on the edge of a building, and walks off in attempt of suicide. As soon as the character falls, the gravity changes towards the building and the character is safe. The objective of the game is to stop the character from committing suicide. Players are able to change the gravity's direction as they wish, and the character will try to continue their attempt in suicide. The character will run and jump towards the places with the longest free fall. Timing is crucial as the gravity changing mechanic can only be used once the character sets foot on a platform. By setting this rule, players cannot change gravity more than once while the character is in the air. The building that the character is falling from also changes direction when gravity changes. Buildings will randomly be generated as the character runs. The camera will not change when the gravity changes, because the objective is to get the character towards the downwards direction a set distance of the level in order to clear the level. For example, when the character reaches 100 metres downwards, it will set foot onto the earth, ground level. At this moment the character lives and is comforted by other characters that have made this journey alive.
This is a first person camera endless runner, in which you play as a character running across long roads on top of really high mountains; due to the altitude you will have an indicator on the top left of your screen showing the available oxygen, this will stop you from running at max speed for long periods of time. The game can be played as single player or in a more competitive mode against another player; in this case the winner will be the one that reaches the end of one of the many roads available in the game, this roads will be plagues with obstacles, like pumas hiding in bushes waiting for you to pass to jump over you, if this happens you will be have to restart the road, there is also going to be boost, like magic mushrooms across the roads that you can pick up to make your oxygen bar never to drop down for a short period of time. The game will come for smartphones, Pc, and tablets.
Image retrieved from: http://www.polygon.com/2014/12/23/7440427/virtual-reality-temple-run-is-a-free-first-person-endless-runner
This game will be a 2D physics game with the goal of creating structures and walls out of thousands of zombie corpse. The player will need to make a base, compete will a moot and fort walls to hold off the zombies which will attack the player from either side of the screen. The player will use various to mow down and blow up the zombies. Each zombie killed with fall down and become part of the environment meaning zombies will have to be killed strategically to form structures. The waves of zombies will become more numerous until players struggle to keep their corpse structures together and they tower up into space and beyond. Explosive weapons can be used to blow away corpse piles and clear clusters of enemies with guns are used to kill groups in rows. The player can use there handy-dandy shovel to bonk zombies and also form more accurate structures out of corpse.
This is a 3D life simulation game.
It is first person perspective, however, the character player plays will not be visible. The setting of the game is inside a building. At the start, player enters the building. There is no certain rules on what player should do and player can freely explore the world within the building. There will be many rooms on each level and different scenes inside each room. Player can choose to interact (chat, move things around) with the people within rooms, however this will not change what they are doing. Player is simply an observer. To move on to the next lever, player will need to find the answer for something and each level is looking for different things.
This game is like an ordinary role-play game and this is only one storyline that player will be following. However, inside the game, player's character has no identity (no name, no voice, no appearance, nothing). The building itself is the identity. Each level of the building symbolizes one year of life and each room symbolizes the important event within that year. Through exploring/experiencing the life of someone, player will start to see/feel a character filled with emotion (soul). This is different to reading a book or watching a film. Player him/herself is becoming the character (seeing, listening, speaking, thinking, feeling and so on). The special bond between them cannot put into words. And I do believe this can only be achieved through gameplay.
You're affine athlete boy, you think you can run the marathon with those legs? What about with those shoes? Says the narrator.
With that information you ported over to a runners circle with other people and types of people that share the similar interest
You spam your left and right arrow keys to start running in the direction of the mouse to walk/run and can talk to other players about how they got here.
Some might say something like, I don't like the chocolate fountain but I need to make myself a milkshake. And other random things just like that.
Once you want to race you are put into the field with 4 other random people. You must run and dodge all the obstacles by aiming your player throw things at other players by picking up power ups and be the best. Who ever said winning had to be legal?
Features:
Numbers is a puzzle based first person shooter in which players face off against each other to indirectly kill their opponents. To this they use "Point Assessors" specialised weapons which can alter the parameters of game objects but cannot harm other players.
Players face off in traditional FPS death match though capture the flag and control points could be implemented they would need specific considerations made, especially for balance. An example of a non-death match map might be players needing to escort a train from one end of the map to the other while the opposing team tries to sabotage the railway line.
Prior to the match players can choose from a variety of gun types (pistol, SMG, sniper rifle and more) each with unique projectile effects and parameter effects (probability, structural stability, speed, power and more) players may equip up to three weapons. All weapons share the same ammo pool and players start with one hundred shots. When a shot is fired at an object it alters the relevant parameter by plus or minus (all guns can add or subtract based on mode) one "point". A "point" varies in effect based on the object being targeted so one point of stability may be 5% of the structures stability, a point of bullet spread on an opponent maybe 1% variance and a point of speed added to the player might be one extra step per second. Once players have their guns they choose up to four traits. Traits are unique abilities that give the player an edge, they can do things such as slow players in an area while leaving objects moving the same speed. Reverse all changes on a player (negatives become positives and vice versa) or create mines that drastically decrease a players stats.
Using these load out players enter a match to try and kill each other. During a match ammo and traits do not recharge, players can only collect additional traits charges and ammo through two methods. They can either pick up recharge packs which spawn rarely around the map (give twenty ammo and recharge all traits) or whenever a player is killed all players gain ten points of ammo and their traits are reset.
During gameplay players will be able to view all the numbers relevant to their current in an area using a special vision toggle.
Numbers aims to be a tactical team orientated shooter which rewards high risk gameplay and quick thinking. Ammunition is limited so players have to carefully manage their shots as the game progresses and control the potential recharge packs. Combining tricks and control with traits will be key to securing kills and knowing when to commit traits and ammunition to a kill will be a key part of successful play. When kills do happen the instant recharges and ammunition allows teams to stage a comeback or secure their lead. Special considerations will need to be made to ensure that the game doesn't play too slow or defensively and to make sure that it is not too hard to kill each other as this is not the gameplay Numbers aims for.
●Unique indirect combat
●Solve dynamic puzzles to beat opponents
●Fast paced clashes mixed with careful tactical planning
A little app game for iphone and android devices. You play as a shark who was accidentally caught on a fisherman's hook. You play as a shark who is chasing fisherman around the ocean, creeks and lakes. Endless runner where fisherman run away when they accidentally catch a shark. Chomping through the docks and chasing boats depending on where you are you could be chasing big or small boats from yachts to kayks and even people just fishing off a wharf. As you chase the people you have to avoid different objects that are thrown at you, getting hit by a certain amount of objects you get pushed back.if you are pushed too far back you will lose your prey and starve. Objective is to catch lunch and give them a bite for hooking you. Cute little app that can be played while you wasted time on the bus or at fun work.
https://www.google.co.nz/url?sa=i&rct=j&q=shark+ga...,d.dGY&psig=AFQjCNF4hEQCddeIZte5d_xmqHLYRH-vdg&ust=1439898115712065My game of the day today involves the Hack'N'Slash genre. Popular due to games like God of War, Bayonetta and Devil May Cry, I want to make a game using mechanics from all three but incorporate a character based on another game from a different genre. The character in question is Sion who is from the game League of Legends. His character is pretty much an unstoppable monster that when he dies can still fight for a period of time before disappearing. I want to use a character with a similar trait to this and make the goal of the game to pretty much fight your way through levels within a time limit i.e. you've run out of souls to keep going.
The main story would be the person in question is brought back from the dead to avenge all those wronged by this evil group of demons and the only way to do this is to kill/harvest their souls and restore life to those who have been killed. However your spirit cant linger in the living world long so you must kill the enemies to keep your spirit meter up while collecting heirlooms or souls of the innocents so that you can bring them back to life.
The game would be a simple right to left action game with emphasis on defeating all the enemies on the screen before being able to advance. The controls would be simple with movement, punch, kick, throw and then combos to maximise your point gain. Bosses would also require thinking and planning ahead to defeat rather than a simple button mashing. You start the game with three lives but you can increase these by getting more points which are awarded from multiple things (innocents saved, enemies defeated etc). The game only ends when you die three times and choose not to continue. There will also be a co-op mode to allow two players to play together at the same time.
My goal of this game is to make an interesting Hack'N'Slash with a very story based theme that rewards you from doing good things. Yes there is a lot of violence but it's used in a way to stop demonic things from causing more harm. By the end of the game I want the player to feel proud they made it through several levels of increasing difficulty and saved the entire population because of the sacrifices of their character.
http://www.cinemablend.com/images/sections/67542/League_of_Legends_67542.jpg
Overview: This game is intended to be played as a short 2 hour long piece. You play as a single piece of an enormous organic entity which travels around galaxies consuming worlds. One of the key aspects of the game is that for the entire first 2/3 of the game you will be taking down strange and colourful alien planets where the game acts as an exciting fast paced, upbeat arcade style game. There are bright colours to match the fast paced exciting music - along with flashy scores. In the final 1/3 however you will be descending upon earth where you will kill and absorb people in rather blatant and horrific ways. All the music and point scoring system drops away upon reaching earth - with only realistic sound effects taking their place.
Mechanics: As one of many individual 'tendrils' of the organism, your goal is to grab objects on the ground and bring them up to the feeding tubes to be absorbed. You must use the mouse (analog stick on the controller) to move the tendril 'body', while the keyboard (triggers on the controller) controls the 3 actions:
Each of the levels are quick and fast paced, and are completed when you have consumed enough organisms to have killed off the planet and grown your own hivemind enough to travel to the next star system.
The player is given an avatar, he/she can customise it's appearance and name. The game is similar to that of Tony Hawk's Pro Skater series where the player plays tricks to gain scores; but this game is with roller blades. There are different game modes in this game the professional mode, dance mode and cruise mode. Professional mode is when the player executes tricks with given combinations of buttons. As tricks are successfully executed, a meter gauge will be filled. Once this is filled, the player will be able to perform “special tricks".
Dance mode is a bit different to that off professional mode. In this mode, the player will be set stationary, just in one place but with a radio cassette on the side (just imagine you're a busking roller skater showing tricks). On the UI, there will display a rectangular bar which will show button combinations and the player must play that on time in order for the character to perform dance tricks.
Cruise mode is a bit of a relaxing mode where the player just plays his character while cruising and listening to music. He could also do tricks as well as dance moves.
The game is playable in PC but it is mainly played in console xbox one and ps4.
Crusade is a 2D side scroller puzzle/adventure game where you oversee a group of nomads on a journey. Each nomad has the ability to only dig straight down or on an angle as well as boost and pull up another nomad onto a higher place. Each area will have little puzzles that will need to be solved to proceed, as the player progresses through each level they will encounter trapped nomads which they can free and add to their group. Initially the player will start out with one nomad which will be the leader of the group and any nomad that you rescue will be a permanent addition to your group however once a rescued nomad dies it will be permanently gone. Along the journey the nomads will be chased by monsters every so often, these monster wont be fast but will require the player to make faster decisions.
Inspiration: Limbo & lemings
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Keyboard Warrior is a music game where you tap in rhythm to the music. It's basically like the tap tap games on mobile except on keyboard and instead of the usual 3 taps, you will be using the letters on the keyboard (not the piano type of keyboard herp-derp). How well you play will depend on how godly you are at typing.
Like OSU, you can download a library of music with pre-made rhythms created by other players, so you can play any song that is available or you can create your own.
There are 5 difficulties to choose from:
Newb mode: 1 row
I-think-Im-good mode: 2 rows
God mode: 3 rows
OH SH*T mode: 4 rows
Get-A-Life mode: 5 rows
Combos will appear in levels I-think-Im-good to Get-A-Life, meaning you will need to press 2 to 5 keys at the same time.
In addition, there will also be character customization. You can own more than 1 character however you must purchase an extra slot. This feature is for aesthetics only and will not directly impact your gameplay. Your selected character will appear during your game and will dance in rhythm to the music. In order to customise, you must unlock or buy items. In-game-money = score.
Things you can buy/customise:
Hair, Skin, Eyes, Eyebrows, Lips, Clothes, Make-up, Color-Palettes, Keyboard, Background, Table,
This is a balancing game for mobile phones and maybe PC platforms with accelerometer joysticks.
You are a person returning home after a long party and you obviously have issues walking the straight line. The player must help the main character reach his house from the party by walking out in the streets of a large city with no cars to catch and no pedestrians to ask for help, so if you fall down - you basically lose.
The mechanics involve tilting the controller device (be it mobile or accelerometer joystick) left and right to try and keep the main character balanced. The Character will slowly walk from the party to his house. There is a catch. Since the character is drunk he will experience all kinds of illusions, blurry vision, all kinds of distracting effects. The player has to anticipate these illusions and steer the character back onto the correct path.
Imperception is a 2D Sidescrolling (Not)Endless Runner, where the player plays a person trying to get from their office to their apartment on foot, all while trying to keep control of your headache. The player, once setting off, is able to change their speed to either walking/running depending on environmental changes. What environmental changes? The ones you start hallucinating if you don't keep taking painkillers for your headache. If you allow your headache to increase, your screen will start to go blurry around the edges, ingame signage will start to shift, and eventually you will start getting chased by Mental Representations of pain and suffering. To everyone else, it looks like your going insane. So make sure you grab some painkillers from Convince stores and Pharmacy's whenever you pass by them. You pay with coins you pick up along the way down the street, so make sure to be smart with your money. Once you have travelled 10,000 meters, you finally get to your apartment, and can take your special Headache Pills. Or at least you thing they are Headache Pills. Its just Another Imperception.
Image Source: http://www.acadianapain.com/uploads/1/3/4/7/13473029/5060236_orig.jpg
Have you ever wondered what happens to helium balloons when you accidentally let go of them? People will try and convince you that they pop at a certain point, and these people would be right if said balloon had no skill…
Play as a helium balloon traveling up and up on your way to greatness, attempting to ascend out of our solar system! You will begin by gradually increasing in speed/altitude as you dodge objects like birds and planes, slowly making your way up to satellites, spaceships and meteors. The game will focus on the highscore (altitude) that players can reach without popping. In an endless runner
style of gameplay (vertical movement obviously) the game will test players abilities to quickly avoid obstacles or objects heading their way in a game that is more about reaction speed than memorising.
source: http://indianapublicmedia.org/amomentofscience/files/2010/04/balloons-940x626.jpg
I'd like to see time loops as a mechanic. A seemingly endless Groundhog Day - that occasionally is different. Perhaps the player has a one in five chance of a variant of their game; perhaps one where their controls are reversed, previously friendly HPCs are hostile and previously inaccessible areas can be reached. Or a one in seven chance of a fused loop, that might change the setting, the character or the plot into something completely different. On other occasions, play would resume as normal after death. Npcs and quests would need several possible permutations for possible variants, and dialogue could be slightly different each time. The time loops could easily become a plot on their own, given that some characters could retain knowledge from previous loops at random or begin looping theirselves.