Morph is a simple game for kids based on the process of metamorphosis (caterpillar to butterfly).
Player is shown the caterpillar turning into the chrysalis and must rearrange the part of the caterpillar into a butterfly within the confines of the chrysalis. Rearranging would working a little like a tangram, parts of the krysalis becoming geometric shapes which must be rearranged in a different order to make a butterfly (image printed on pieces to guide the player, so it become more of a jigsaw) players would complete each puzzle before a timer runs out to before progressing to the next puzzle. (Eg. 30 seconds per puzzle, each puzzle progressively harder). Success would result in the butterfly emerging, flying away and giving the player a point. Failure would result in the chrysalis not hatching much like the real deal, game over after a failed puzzle.
Each level can shown different speicies of butterflies and moths (and cacoons) with the prettier speicies becoming the hardest. Aim of the game would be to help as many butterflies as possible with extra points being received for new spiecies sighted.
Image retrieved from: http://teacher.scholastic.com/activities/explorati...
(Can't work out how to get it into this window sorry)
In Get Off My Lawn, you play a grandfather that is the gnarly guardian of the most important thing in his life: his pristine lawn.
Hoodlums, kids, and local cats and dogs will try to defile the lawn, but while you're old you ain't done yet, you old bugger. You've got a trick or two up your sleeve and you're determined. With your cane at the ready, you patrol your yard. This lawn is gonna be the nicest in the neighbourhood - that'll teach that smug young couple next door.
Features:
Gameplay:
Top down view set in a garden, and antagonists run on screen. You have to smack them with a cane to boot them off your lawn before they get the chance to defile it. Mechanically, the player will swipe up or away from the centre of the screen to flick the antagonists out of the lawn.
Potential enemies include dogs who dig up the garden, cats who don't really do a lot but are really annoyingly quick and sometimes defecate, kids who trample your flowers and youths who rip up the lawn with their bikes. Cue cheesy sound effects and lots of dogs barking, cats yowling and children yelling.
Enemies run on screen faster and faster as the game progresses. If you don't whack them off the screen quickly enough, the perfection rating of your lawn decreases from 100 to zero. The timer between the enemies running on screen and the lawn taking damage also decreases gradually, making the game get faster paced and more challenging over time. High scores are based on how long you manage to keep the lawn's perfection rating from reaching 0. If your lawn perfection rating reaches zero, you lose and the neighbours don't invite you to the annual Street Barbeque. Ouch.
(Apologies for the lack of decent imagery, but enjoy Clint Eastwood.)
You are sick. Monotony is sickening, interaction is sickening, your routines as a result are now sickening. All that is left is to seek a cure for yourself, and you think the cure is peace, but that is too much to ask of the world around you.
Seek peace through the silence of others, using means of negotiation, sabotage, and brute force to silence the world around you. Just remember; you are sick. Whatever you choose to do will generate noise, gradually overloading your tolerance. Both destruction and pacifism are viable tools at your disposal, and both will generate noise. Seek comfort and regeneration in places of solitude, avoiding noise for a time until you regain your sanity, else you want to lose it. Just remember; its either you or them, and you are sick.
Features:
- A unique world that adapts to your actions with dynamic hostility
- Multiple solutions to an ever growing conundrum on which your life is dependent
- Designed for the traditional control methods of a mouse and keyboard, due to an extensive reliance on movement
(img source: http://img05.deviantart.net/5b73/i/2012/332/a/8/hear_no_evil__see_no_evil__speak_no_evil_by_design_by_humans-d5mfsvg.jpg)
The game begins as the main character Murphy has just been appointed as a judge. Throughout the game the player takes on a wide variety of cases, none of which have clear correct answers and all require the player to make difficult judgements based on limited information. The cases typically require a final decision, where the player must choose to favour one side over another. What the player is not told, however, is that no matter what choices they make, the consequences are always negative. Ranging from disappointing to disastrous, the outcomes of Murphy's judgements on every case he presides over prove his decisions to be incorrect. The Murphy's confidence in his ability as a judge steadily and severely decline reflected by him visibly wearying and aging under the mounting stress and self-doubt over the course of the story.
Murphy's Law is a game oriented around its narrative and moral choices, but unlike many other games where difficult decisions all lead to outcomes that are generally positive or at least acceptable, this game is the opposite. Each case will be written with parallel negative consequences so that no matter the player's choice, they end up making the "wrong" decision.
I'm interested to see how the player would respond as their sense of agency is undermined by the events of the game.
Image: http://aceattorney.wikia.com/wiki/Judge_-_Image_Gallery
You awake in a forest, alone, missing the dog who is your best friend in the whole world. So, you set off on a quest to find him. This land is filled with strange and wonderful and terrifying creatures who follow you ominously throughout your journey.
Summary
In this 2D puzzle platformer, you play as a young girl who is traversing through a curious land to find her dog. She must solve puzzles to trap the sprites and spirits that follow her. It seems innocent, but as the sinister nature of her environment begins to reveal itself, an unsettling story will unfold.
Gameplay
It is primarily jump-based with other simple actions that allow the player to alter the level, creating new pathways and trapping enemies. The player is able to learn these actions as skills, collect herbs which restore or increase health and stamina, and discover items as clues which uncover the story.
Tea Simulator is exactly what it sounds like. You make tea, in a simulator.
The aim of 'Tea Simulator' is to make the right cup of tea for the right person and if you get it wrong.. oh boy, you better hope it was a milky cup of tea.
Things that you need to watch out for:
DLC Don't like tea?! Add coffees to the mix for extra game and excitement!
UPDATE Version 1.2 - Added VR game play so it feels like you're actually making tea without the annoyance of having to drink it at the end.
Armory (this is the title)
The genre is a 2D side scrolling/vertical platformer with action elements. Creative start, I know.
I don't see why kids couldn't play it but it's going to have a neat narrative to it, so I suppose it'd be more suited to teenagers and up so that the more subtle narrative themes can be understood.
Narrative:
The player character navigates vertical and horizontal environments with elemental hazards and enemies. The narrative surrounding this will be that the player is an archeologist who was separated from his/her group exploring and excavating very deep caverns in the Earth after discovering a long abandoned mining facility of unknown civilized origin within a dense jungle.
A long way into the caverns that the mining facility acted as an entrance to, the player character is separated from his/her group and is lost, but happens upon a path with unfamiliar roots, ultimately leading to the discovery a decaying civilization, hopelessly guarding a revelation from the humans that wonder what lies miles below.
Gameplay:
The beginning of the game is framed by the player character in simpler levels without the environmental hazards, easier platforming and basic skills. The enemies are also easy.
Progression in the game is framed by a difficulty curb that becomes apparent as the game adds more hazards and tougher enemies that require more problem solving to defeat. The main goal of the game is to collect items and skins from boss battles at the end of every level. Each item has an elemental property that may be defensive, offensive, or both, which will help the player navigate the increasingly perplexing obstacles and enemies.
An example of this would be;
An enemy is right in the middle of a pit of fire, shooting projectiles at the player, and he/she cannot simply jump through or tank the hazard. There are reachable platforms above the pit of fire and the enemy. He/she will have to navigate around the enemy, calling for the right item to defend against its projectiles whenever necessary (eg a shield that deflects or absorbs fire), and call for another item, when in the right place, to create downpour of rain that will tame the fires long enough to attack and defeat the enemy to move on.
I imagine almost everything using a Playstation controller so I'm going to be a rat and just pretend that this is a PS4 game.
Of course the player would move back and forward along the plane using the left thumb stick. X would be to jump, the UP/DOWN and RIGHT/LEFT buttons on the Dpad will select the player's active defensive and offensive items respectively, with TRIANGLE and O activating each item respectively.
The game won't be very long to avoid crowding the selections of offensive and defensive items, and in the interest of the last boss having to incorporate most or all of the accumulated items in a final difficult battle.
The title:
The title basically references the main mechanic of the game. To build an armory out off the bosses' possessions to venture future into caverns.
I would draw artwork for this bc I actually kinda like this idea after thinking about it more, but it's 11:30pm bye
EDIT: nvm apparently a picture is required here's a neat piece of art that I didn't do that sums up what an earlier level's aesthetic would be like:
Art is "Cavern City" by Clint Cearly (http://clintcearley.deviantart.com/art/Cavern-City...) (April 7th, 2009)
A sequel would take place underwater instead of exclusively in a cavern, and explore similar themes.
A third game would try to be different and take place on outer space, opening to a lot of hype but lower review scores. "Nothing will ever beat the original" or something along those lines.
EDIT 2: I know the difference between an architect and an archeologist, it just happens that I'm also an idiot.
Once upon a time there was a small boy from a village. From the usual peaceful, lazy days the village was attacked by monsters from the west. The village was razed. The villagers were eaten. The boy was stuck with a sword in his chest sitting there in the center of the village. Witnessing everything the boy's soul was in extreme despair which slowly turned to wrath. From then on the soul of the innocent boy was on a never ending journey of torment, living the next day as if nothing happened…………………………………………………….. for it all to happen again.
This games main aspect are RPG, Tower Defense and management. The player chooses and controls a character that is suppose to defend a village from hundreds of waves of incoming monsters. The player uses the character to kill the monsters one by one from his own attacks or prepare traps or towers to repel the invasion.
During the break in between waves the player is able to manage the village by collecting resources to improve the village, building or upgrading traps, towers, barracks, forge and Wizard tower. Each with its own benefits where traps and towers halt or attack nearby monsters. Barracks training a small squadron of archers foot soldiers, cavalry and wizards Where you can personally command them to move anywhere and attack during the invasion. The forge is able to upgrade the equipment's of the army. The Wizard tower is able to enchant your weapons and armor. And finally upgrading the village till it becomes a city to improve the gathering rates, storage and population.
The game is endless and will continue keeping a high score. Every 10 waves there will appear a boss who will be more difficult and try to keep the player busy allowing the minions pass through. Killing monsters will reward the player with gold which in turn allow the player to buy new weapons and equipment. If the player is lucky enough it will earn a rare weapon/equipment. The player is able to save throughout the game but only has one life. Once the player dies the save will be deleted and the player has to restart from the beginning.
This would be a physical card game.
Players have six card slots in front of them which can be filled with a specific type of card, head, Body, Left Arm, Left Leg, Right Arm and Right leg. Cards in the game picture the body parts of many types of animals, with one complete set of each.
The Player's goal is to fill each of their card slots with body parts from one particular animal and build a complete set. They do not need to decide which animal from the beginning and can change their mind as the game develops.
There are 7 animal setsl and 18 effect cards in total. Each player is dealt a hand of six cards at the start of the game and would draw a card at the beginning of their turn. They would then get to decide whether to place a card in front of them, use an effect card or just discard. Note: If the player wants to swap a card in a card slot they must sacrifice their turn to do so. They cannot pick up a card, play an effect or discard. Effect cards would allow players to meddle with both their own cards and other players.
My idea is a take on the MMORPG genre and how it deals with players selecting different classes that have a range of abilities. I want to change this and instead have players create their character and then begin their adventure by selecting a starter weapon (which can be swapped out through your journey!)
The idea is that the your play-style affects the stats and abilities you gain which will be given out by the game itself. For example you could be extremely bad at dodging skillshots so you would get stats that would help you face tank enemy attacks, or gain a steroid that increases your resistance for a given time.
I thought that this would be pretty cool because itd make the games universe all the more unique by giving players their own flavor, instead of seeing re skinned duplicates of ones self due to the limited classes available.
Whether you choose to evade enemy attacks for dodge chance or master an array of weapons that can let you duel wield a staff and war hammer is completely within the players will to do so.
Ideas sprung from concert art for "The Blacksmith" :http://blogs.unity3d.com/2015/06/15/making-of-the-blacksmith-concept-and-art-production/
In this game, you play someone running late on their daily commute to work. However, on your journey you are faced with hordes of people, all moving at varying speeds.
With your workplace in sight, you rush to work, slowly getting faster and faster as you dodge through and avoid bumping into people, which would cause you to lose valuable time, and can ultimately lead you to being late for work.
The game would be played through either a top down or oblique angle, where the player's speed is steadily increasing, while giving the player the ability to freely move on the screen, similar to a bullet hell game. The goal of the game is to reach the workplace, which would be at the end of the main street. The player's score would be determined by how fast they reach the objective, which means the player would have to avoid everything in their way. There will also be collectibles, such as coffee, which have an effect on the player's speed, giving them a speed boost and result in a higher score.
http://muc1.framepool.com/shotimg/477698726-yellow-cab-traffic-light-work-trip-crowded.jpg
This is a mini cellphone casual game, the story is about players are the people who direct tourist to go the right bathroom. It is a very easy game so players only need to swipe the tourist to blue or pink area to send them to bathroom. Then, when players' game over there will be a costumer review to show how many people you served (that is the score).
Game mechanic:
The tourist are moving forward slowly at the beginning, when player's get more score the game goes faster and faster, then the player will have to react really fast to get the game continue. If you get the tourist to a wrong bathroom they will turn red and get mad, and the game is over.
Art Style:
The art will be using concise lines, colors and simple shapes to identify the objects in the game to make the game easier to understand.
And here is a concept for the game.
(http://fightpunch.blogspot.co.nz/2013/06/substrata...)(http://fightpunch.blogspot.co.nz/2013/06/substrata...)
///The Decay\\\
//Synopsis\\
The Decay is a narrative-driven, real-time strategy, medievalesque tale which places the player in the shoes of the Shadow: a cunning but slightly creepy sorcer-zir who has nearly completed their goal of conquering the Realm of Mortals. From the heavens, you have infected the skies above the Realm, and with the aid of your thresholds, you wish to veil the entire kingdom in darkness. All powerful, omnipresent, and with the taste of victory on the tip of your tongue, your iron fist begins to grasp the Realm tightly inside your palm. However, down in yon forest, four partisan heroes have stepped up to attest your rule. Four unsung, stereotypical warclasses, spit at your claim to the Realm they deem theirs. They dig under your fingernails, the pull at your fingers, and they desperately try to tear your hold from the Realm.
YOUR REALM.
You conquered this land, you sacrificed countless minions to take it, you missed sleep to oversee the orders, and you left your comfy couch in the sky to take it, so you intend to keep it! By any means!
//Analysis\\
Flipping the script on classical, traditional stories, instead of playing the role of the hero, reclaiming the motherland from the dastardly evil villain: you are said villain, trying to defend your newly-acquired home from those pesky usurpers. You just can't seem to catch a break as the heroes slay your loyal thresholds, throw wrenches in all your works, radicalize the small folk, and screw up all your great plans for the future! Damn those heroes!
//Gameplay\\
The game focuses on resource, time, and minion management, diplomacy and cunning, swindling and stealth, and turn-based warfare. Shadow desperately tries to thwart the ever advancing heroes, and depending on the players actions and decisions, can ultimately defeat them, or be defeated by them. If the heroes manage to overcome all your challenges, trials, and threshold guardians, you will be weak enough to be conquered... yet, if you manage to turn the tables in your favour, you can strike down the aggressors, completing your agenda and striking a golden age of innovation, experimentation, and growth.
//Title\\
The name is both a reference to your role as the villain protagonist, who is continuously trying to conquer the entire Realm, ever-outwardly draping it in darkness; it is also a reference to the constant loss of power that happens when the heroes reclaim areas of the Realm from your influence. Decay is a state of conscious, perpetual loss; this is true for you if you are losing, and true for the Realm if you are winning.
///Characters\\\
//Protagonist\\
Shadow
The Dreadfoe, as known by the 'heroes,' Shadow is a figure of ambition who came down from the shadows with a plan: to rid the Realm of heresy, blasphemy, secularisation, high chocolate prices, and lollygagging. Nothing substantial is known about the genderfluidomnixergod, other than they like the dark. Also Shadow caters to both male and female audiences, being genderbinary and referred to as 'xir' instead of him or her. For no real reason either.
//Antagonists\\
The four 'Heroes' from ye olde Hall of Yonforresta: Maw, Niles, Rutter, and Vaughan, have risen from oppression to oppress the oppressor oppressively. Their bodies are abnormally muscular, their weapons are absurdly massive, and their armour is surprisingly revealing. Seen as liberators, as freedom fighters... as heroes... They will overwhelm Shadow IF they doesn't undermine, deceive, weaken, and turn them against themselves... Can they free the Realm from the darkness, or will the Shadow encompass all light?
/Maw\
The Fighter
Wielding a club the size of an ox, with an axe clasped on each hip, Nardd Maw is a tremendous mass of muscle, testosterone abuse, and pure, unadulterated power. His favourite hobbies include staring contests with the Sun, wrestling mountains, eating macaroons, drinking bone marrow, and tucking his enemies into bed... their deathbed. Maw once beat the crap out of the wind, and put a roaring fire out by himself... with his teeth. Power is synonymous with Maw, and he hits harder than a really, really, REALLY large horse...
/Niles\
The Mage
A million spells sit on the cusp of her tongue, eagerly waiting to be cast on anything Niles deems evil. With the intellect of a thousand minds and the gift of eternal life, she has seen tyrants rise and fall like the change of season, and sees the Shadow as just another winter.
/Rutter\
The Rouge
Nothing is known about the Rouge, and nobody knows if Rutter is their real name, or a name given by storytellers to scare children or fill arbitrary textboxes... Either way, Rutter is as much a shadow as the Shadow xemself, and some believe the rouge is nothing more than myth...
/Vaughan\
The Ranger
With the bow in his hand, he can take the wings off a fly's back at thousand yards, without the fly even noticing. The speed of his draw-and-loose is deceiving, and it looks as if he isn't firing at all... until four arrows find themselves embedded in your heart.
///Inspirations\\\
//Book\\
Substrata: Open World Dark Fantasy - Richards, P. & Rusovich, H. Substrata. (2014)
//Music\\
The Voice Squad - Down in Yon Forest (1991)
Bones - Okay,ButThisIsTheLastTime (2015)
//Names\\
Shadow from Campbell's Monomyth.
Heroes from the modern English translators of "Down in Yon Forest"
OGAD - One Game A Day
Abandoned is a 2 to 4 player multiplayer game in which a group of friends decide it would be an exciting idea to go on a camping trip in a obscure region of their local forest, and to make the trip more fun, they decide to disconnect from all technology, apart from a video camera so they can record their trip. On their second night of the trip they encounter some strange occurrences, and they discover they are being hunted by a monster that inhabits the woods. Only one of the players can access the camera, which has night vision, at a time. Their job is to safely guide the other players out of the forest. The only method of communication is through voice chat, but anything above a whisper will attract the monster to their location. The monster will randomly pick off players who either wander too close, or are caught, and if the player who is holding the camera is taken, it's game over.
Players must work together to escape the forest, and make sure they all make it out of the forest alive, without being abandoned by the others.
Image Reference - https://s3.amazonaws.com/gs-geo-images/a62ea6cd-7d38-48cc-9697-8883b673241f.jpg
Tartarus is my idea for a 3D pixel art styled action-adventure/puzzle game. taking inspiration from games like God of War and Shadow of the colossus where you fight against large titans. Set in the world of Tartarus, the great abyss that is used to imprison titans, you play as a tiny human and try to make your way through the dungeon to get to the gate that takes you back to the world of the living.
Along your journey you are put up against colossal titans and instead of just whacking at the feet on the titans and waiting till the health bar goes down, you wait out for opportunities to get closer to the weak point of the titans. Waiting for the them to strike the ground or have them destroy the environment so you could climb up towards the head or heart.
Using mechanics like jumping, climbing, attack and pushing and pulling objects will help you get to the top. A 3D pixel art style complimented by a cool colour palette would be how I imagine the deep abyss of Tartarus to look.
Welcome to Aqua, a planet made up almost entirely of water. There is indeed land however, a fair amount of islands are scattered across the planet's surface and several of the islands are large enough for civilizations to populate. People however, are not the only inhabitants of the planet. The world includes various unusual creatures that live both on land and in the sky, but are mostly harmless to a normal person. The oceans though are not only great in size but also in dangers, as they are inhabited by monstrous beasts that lurk beneath. While the lesser creatures are fairly safe to hunt, they are not enough to sustain these island civilizations.
That is where the 'Fishermen' come in. Fishermen are what people call the hunters of this land, clad in mechanical frames wielding massive harpoons and heavy chained reels. Their job is to both capture and kill these monstrosities in order to supply their island and others with what seems to be an endless food source. Along with the role of 'Hunter/Gatherer' the Fishermen are also generally used as a form of defense against such beasts thanks to their effective equipment.
As a player, you will begin the game as an apprentice/novice Fisherman under the watchful eye of your character's grandpa, whom runs a small Fishing company. You will follow somewhat of a story as you play but are given the opportunity to do what you will, including taking on side quests. As you progress and earn a higher fishing rank and the required funds, you will be able to purchase better equipment for your Frame/Mech as well as branch into different brands of Frames that may better suit your play style.
-Game play Genre would be an Action RPG
-Target audience/rating would be for Teens
-Reference image from the game, Solotorobo - Red the Hunter
- Build your own PC
Design and control the creation of your own virtual desktop computer.
The main aim of this game is not so much focused on gameplay, storyline or anything of
the artistic sorts. Its aim is nigh on close to a service for the player rather than a form of enjoyment.
The player will choose between all the key parts of the custom PC:
e.g.
Graphics Card, CPU, Hard Drive
Which will all have details help and hints based on what you are picking and what you are
looking for in the computer you want to build.
This program is comparative to the service that a lot of PC companies provide in that they offer a fee
for building a pc according to your regular usage and needs.
The point of difference being ease of access and a way of acquiring a personalised computer that doesn't require you to have to go into
lengthy detail with customer service or leave the house regardless of whether you have no experience or a good idea of what to build.
-- References
http://pcsectutorials.blogspot.co.nz/2011/04/basic-parts-of-computer-hardware.html
Burgled is a top down game where the player must sneak around a house in the middle of the night and steal as much as they can without making any noise or waking up the home owners by bumping into objects or standing on things lying around on the ground. The owners will get up and check on the noise they heard which gives the player a short amount of time to find the closest hiding place. The home owners will also get up in the middle of the night at random to grab a bite to eat or use the bathroom resulting in the player an option of hiding or keeping very still until they go back to bed. If the player gets caught the cops come and they get let off with a warning and have to give everything back and start again another night. If they get caught three times they will be thrown in a paddy wagon and get taken to jail.
You play as a mad scientist that unintentionally shrunk down to the size of a spec of dust while testing his shrink ray. The mad scientist is then in the situation where he is in the middle of the air, slowly floating down, and he has to go back to a machine where he places himself in order to get back into his original form.
the game starts with the man free falling with very limited control of where he goes. The objective is to float to the machine using his surroundings, which is specs of dust which will be seen very commonly everywhere, and winds currents which will either aid or be a disaster for this poor man. The dust will be used as platforms to leap to and from or if you press a certain key, the dust could be used to help parachute the player. Bare in mind, if you use the parachute, you can't go up, only down, and if you use it as a platform, you can potentially go up.
The wind currents will be seen as there will be a lot of dust moving in a certain direction in a certain spot or there may be an aid which will help show the currents.
There will also be threats against this man, as microscopic insects will be unfortunately killing him if they come in contact. also, if he lands too far from the objective point, then the game is over with a loss.
the game will be 3D and you can freely look all around you to see the surroundings with the mouse.
The Head Pats Simulator is a simple and minimalistic mobile game. In this game, the player will spend the time to raise their character as if playing a petting mini-game. What's unique about Head Pats Simulator is that instead of raising the usual, and familiar animal characters; the player raise a humanoid character. Head Pats Simulator also allows the player to make and import custom characters. The player can draw custom character sprite from software such as Paint Tool Sai and Photoshop.
Head Pats Simulator features:
No… your beloved waifu will probably not marry you!
Image Source: https://pbs.twimg.com/media/CnQ2_6nUMAARQBE.jpg