All submissions (52)

Musaic (Music + Mosaic) is a sound-inspired, story-driven game, similar to Crypt of the NecroDancer and Geometry Dash in which sound and rhythm is a primary mechanic. This idea is also a mash up with games such as Drawn to Life and Kirby Canvas Curse in which players create art or lines to progress through the game, however this will be done using the music/rhythm mechanic instead, allowing the player to create scores of music or solving rhythmic puzzles.

An example of a rhythmic puzzle would be to line up blocks to create a melody, there may be multiple solutions but all would require coherence and flow. However in regards to creating musical compositions, this will be implemented through customisation type situations or rewards at the end of chapters/stages.

For the sake of enjoyment, much like the drawing game genre, players have three options:

  1. Take the game seriously, using musical knowledge to compose their own scores creating an immersive, knowledgeable experience
  2. For parts in which the player can customise sound bites, similar to that of character customisation/drawing in the drawing game genre, the player could just make silly incoherent noise for self-humour
  3. The player can simply use pre-made templates if they don't feel comfortable in their musical knowledge, but still want an immersive experience with nice melodies and rhythmic flow

Features:

  • Takes into account the rhythm game genre and the drawing game player influence
  • Accompaniment of a musical themed story
  • Multiple ways to play (serious, comical, pre-made)
  • Player immersion

Intended for PC, Tablet devices (iOS/Android) and Nintendo handheld devices (2DS/3DS)

I am excluding smartphones purely for the sake of screen space


Reference Image: https://www.flickr.com/photos/24960257@N08/7707739870/in/pool-513974@N21

Bed, Bath and Between

This idea is based on escape rooms using the cooperative mechanics similar to Portal 2. Players are locked in two separate rooms, they can hear each other and can communicate by voice or through the high window connecting the two rooms. They must work together as puzzles will bounce between rooms.

Clock Hands (Pointing)

The clock hands will be pointing to three numbers which will be the first code to be used to unlock a 3-digit lock, allowing the bathroom player to unlock a cupboard to find the folded paper for the next puzzle.RoomSketcher Untitled Project - 09092015 173549

Window and Paper (Match)

Paper will be located in one of the cupboards beneath the vanity, the player can unfold this and place it against the window – the lines should line up revealing a four digit code that the player in the bedroom can then use to unlock the chest at the foot of the bed.window paper puzzle

Chest and Mirror (Blacklight)

Continuing on from the window and paper puzzle, the code will be used to unlock the chest at the foot of the bed, this will be holding a blacklight which can be shone towards the mirror revealing a code that can be relayed to the player in the bathroom, which will be usable by them.Chest and Mirror

Hot water bath (Hot wheels inspiration)

This idea is inspired by the hot wheels cars you can dip in different temperature water, which will alter the colours. The player will be able to disable the lock preventing the bathroom (using the code from the bed mirror) player to use the hot tap. This will allow the player to fill up the bath revealing a code at the bottom of it. Hot water bath tub

Overall Room Layout

floor plan

Dungeon Crawler: Space Explorer is fairly self-explanatory, a dungeon crawler set in space – the dungeons refer to spaceships or planets that the player can infiltrate. This is idea is an expansion on a previous game I made of the same name, except with a better understanding of mechanics.

This game will take into account a crew system – this means that the player will generate a crew of four random members. Each member will have random species, abilities and stats – the reason for this is to have strengths and weaknesses dependant on the environment (procedurally generated planet/space ship). For the sake of immersion simple story components may also get randomised, such as name, backstory and perhaps even home-world.

The crew select screen will be similar to that of Risk of Rain with all crew members strapped into the ship, if I have the time and skill I would prefer random or premade ships in which characters will walk around speaking random dialogue.

An example for strengths and weaknesses is generating an alien fish-based species, with the benefit on damp worlds, buffing stats – however weaker on desert planets (both hot and cold deserts in this case). The purpose of this is to pick crew members wisely for missions (dungeon exploring) and punishing players who lose their members that benefit from certain zones.

This idea also takes into account the rogue-like mechanics, therefore following a similar system as Darkest Dungeon in regards to multiple characters, except without the ability to hire other members – once a crew member dies, they're dead for good. Unlike Darkest Dungeon the player will only send in one member for each mission, successful extraction will mean better weapons, stats and possibly abilities.

The gameplay will be similar to that of Nuclear Throne taking into account the pace, however with larger environments. Only some missions will have bosses.

Features:

  • Procedurally generated environments
  • Multiple character rogue-like
  • Randomly generated crew of four with individual permadeath mechanic
    • Random stats, abilities and species
    • Random name, backstory and home-world
  • 2D pixel art oblique art style

Intended for PC (Steam)

PS: This is a project I'm currently working on


Reference Image: "Space Crew" by Aidan Fox (Me)

Andromeda is an open world, or in this case open-galaxy game consisting of multiplayer servers with player made economies. The basic premise of this game is the ability to party up with friends and serve as the crew for a spaceship. In regards to the spaceships, they will be fully customisable within certain boundaries, similar to Space Engineers except less… blocky.

Another game that has influenced this idea is Guns of Icarus, as crews can man their ships in space-based combat, similar to the aforementioned game. There will be three primary classes of ship: Merchant, Law Enforcement and Pirate.

The Merchant class ship is for smaller crews or people who want to control the player-made economy and amass a large sum of space cash. Merchant ships aren't typically built for combat, and can only battle other ships in self-defence.

The Law Enforcement class are the intergalactic police, hunting down pirates and preventing any suspicious activity. Law Enforcement ships can handle combat but can only attack hostile targets. If the crew of law enforcers find a Merchant ship that is causing mayhem, and not in combat for the sake of self-defence then they can intervene and arrest the crew.

Finally the Pirate class ship is for the hostile players that thrive for combat; these crews can have a generous range of members. Pirate class ships can take enemy ships for the sake of disguise; however they can be shot on sight by law enforcers if recognised as criminals. Pirates can also provide protection to merchants in a mercenary/hired gun type situation.

Features:

  • Player-driven economy
  • Multiple ship-classes
  • Team-based combat
  • Ship customisation
  • Incentives to try each role

Intended for PC, Xbox One and Play Station 4


Reference Image: "Frontier Buccaneers" by Johnson Ting

In Security you take on the role of the typical NPC guard, however you're in control, therefore using your knowledge from being the infiltrator in stealth games (Metal Gear Solid, Dishonored) you can prevent any trespassing.

The game will have a main menu in which you can select a contract, this will dictate the difficulty. There is no incentive other than the sake of completion as any money based rewards seem unnecessary – there will be no need for customisation as the game will be played in first person.

The difficulty dictated by the contracts will refer to the complexity of the environment, the skill of the infiltrator and the equipment assigned to you, the guard. In regards to the environment complexity, this takes into account the surrounding props and passages that the player can use to their advantage.

As for the skill of the infiltrator this will depend on their level of stealth, do they hide under a cardboard box like Solid Snake (Metal Gear Solid)? Or perhaps they can close the distance quickly like Corvo (Dishonored)

Some jobs will have multiple stages, in which the player will be sent deeper into the place they're guarding, only if the infiltrator successfully passes them in an earlier stage.

Features:

  • Inspired by the stealth genre, except you take the role of the standard NPC guard
  • Multiple difficulties and stage selection
  • First-person perspective with 3D environment

Intended for PC


Reference Image: GamesRadar Article "How to be a video game guard: A professional guide"

Undercover is a game in which you infiltrate a crime syndicate, consisting of multiple gangs, reminiscent of Saints Row the Third (2011). You must take out each mob without anyone making the connection between you and the previously thriving gangs. The premise is like a verbal stealth game, whereas no physical stealth is required but covering your tracks through dialogue is what separates you from life and death.

As the protagonist, you can profile major characters, taking notes and check to see if you've raised any suspicions. If any character becomes too much of a risk, then you'll be presented with bonus side quests in which you must eliminate the threats to uncovering your identity.

Story seeks inspiration from Martin Scorsese's 'The Departed' (2006), whilst a threat is apparent within your organisation of law enforcement, a mole to be precise - a constant threat to your cover, therefore limiting the knowledge you can feed through to your own people.

Features:

  • Mashup of Stealth genre and story-driven dialogue mechanics
  • Tear apart the crime syndicate from the inside, whilst the reverse happens to the department of law enforcement.
  • Adapting story, similar to that of Middle-Earth: Shadow of Mordor

Intended for PC, Xbox One and Play Station 4


Reference Image: "Paint Trade" by Andre Mealha

Outlaw is a free-roam open-world game containing some story elements, in which the player tries to build notoriety throughout their invested time. The notoriety system works like a leaderboard, the player can either eliminate the competition or rise through the raise awareness by committing crimes.

The purpose for both options is to take into account the paragon/renegade system from Mass Effect series, meaning the player can climb the ranks by doing somewhat good deeds by taking out the higher-ranks – or just go ham and bring mayhem to the Wild West.

If the player decides to climb ranks be eliminating the threats, then they will need to follow up on bounties, whilst keeping a mean persona - bringing fear to the townsfolk without actually causing them harm, being some sort of secret vigilante.

Provided the player decides to cause mayhem, then the game will be played out in a similar fashion to the Grand Theft Auto series, however with well thought out plans. Sure, they're going to despise you for robbing the bank or contaminating the water supply, however that might just raise your bounty but not your overall fame as an outlaw – it's the bigger, tougher jobs that will catch your attention and raise your stakes as the most infamous bandit in the West.

Main inspirations for this game idea were the setting and GTA tendencies of Red Dead Redemption and the overall atmosphere of Quentin Tarantino's Django Unchained

Features:

  • Good and bad reputation system, however with the "bad" public representation either way
  • Wild West setting
  • Raise notoriety without necessarily killing any civilians
  • Leaderboard system listing your rank as outlaw, and outlining next in line to be 'taken out'

Intended for PC, Xbox One and Play Station 4


Reference image: "Commission 005" by larolaro

Scouts is a sci-fi exploration game in which the player takes control of a man-made robot with limited battery power, whilst you have energy it is your main goal to gather as much information possible to assist mankind.

After each exploration, the player will be scored based on how many different things get analysed, such as flora, fauna and other substances – this will be represented as percentages under each category, and depending on how low the values may be will result in a news feed, telling of the troubles that may have resulted in human deaths. Dying to any hostile life-forms will end the scouting prematurely sending even less information, almost making the humans go in blind when personally colonising the planet.

If a score is too low then the robot will get decommissioned or memory-wiped, ending their exploration spree – this is because scouts only run out of battery but can be recharged once humans set foot on the foreign terrain, therefore keeping the superior scouts.

A strong feature in this game will be the art direction, both a reward and a distraction as your limited-life requires quick movement, sacrificing important exploration time just to absorb the atmosphere and environment. A couple sources for inspiration are Hello Games' "No Man's Sky" and Thatgamecompany's Journey (PS3).

Features:

  • Pressure of time limit
  • Randomly generated environments and scenarios
  • Pleasant art style
  • Scoring through a newsfeed situation

Intended for PC, Xbox One and Play Station 4


Reference Image: "Desert Ghosts" by Kurunya

Hereditary Hero (HEROditary) is a 3D open-world rogue-lite consisting of randomly generated tasks that a player must complete, dying at any point will cause you to take control of one of the next heroes in your bloodline. It shares this next-generation-after-death mechanic with the Infinity Blade series and Rogue Legacy – similarly inheriting the choice mechanic from the latter, player input alongside random power generation, deciding on which of your children to play as.

As the bloodline continues, the older powers (inherited for the most generations) become weaker until they're no longer present in the hero's abilities – the purpose of this is to not give the player too many skills that they become unable to keep track. Each new character will inherit or introduce flaws, that will limit the player in some aspects – this is to prevent the hero becoming overpowered and decreasing the overall difficulty of the game. Flaws can either be presented as weaknesses like Superman and kryptonite, or asthma reducing hero stamina.

After each death, one child will reveal a bonus ability, say for example 'Laser Vision', however they will in turn inherit more weaknesses, therefore adapting the player's gameplay further – in terms of balancing.

Features:

  • Dynamic family tree system, adapting to player choices
  • Balance between powers and weaknesses
  • 3D open-world with quest based system
  • Player input defining character's abilities, taming the random generation
  • Rogue-lite, because some things are carried over after death

Intended for PC, Xbox One and Play Station 4


Reference image: Pixar's 'The Incredibles'

Banana Split is a variation on a dating sim, where the player sets out to please their lunch so it will taste nicer when eaten – one might even call it an eating sim. Much like most titles in the dating sim genre, there are multiple love interests, however in this case the target is a little… bananas – therefore the multiple interactions are with different personalities, because the banana suffers from split personality disorder.

The goal of the player is to please as many personalities as possible; each persona has a name and randomly generated set of traits that the player must remember for optimal verbal stability. This game will be somewhat of a mashup of Hot Date by George Batchelor a dating sim involving pugs with unique interactions and the premise behind Pixar's Inside Out involving vast differences in character.

To add a degree of difficulty, the banana can switch personality mid-date, therefore forcing the player to adapt to the significant dialogue change and recall mental notes.

Why a banana? Puns. I am aware of the connotations of 'dating' a banana, but it's strictly for the purpose of consumption.

Features:

  • Eating Sim (variation on the Dating Sim genre)
  • Comical premise with serious insight into split personality disorder
  • Dating Sim with dynamically changing 'dates' and randomly generated traits per personality
  • Scoring system based on how much the protagonist enjoys the taste of the banana by the end of the game
  • Fairly short, repeatable gameplay

Intended for PC (Steam) or mobile devices (iOS/Android)


Reference image: "Banana Split Personality" by Jonny Hawkins

Submerged is a first-person horror game set in a submarine in which you take on the role of a crew member. Whilst on an underwater voyage the submarine loses power and plummets down into the further depths of the ocean, for the sake of conspiracy crew members begin turning on each other blaming for loss of power.

As the power is somewhat restored, it becomes apparent to the player that there is a foreign entity aboard the vessel, most likely the cause of the power issues and now a hull breach. With the hull ruptured there becomes a constant intake of water and rising levels that change gameplay as the game progresses. Occasionally the character may briefly pass out due to the fluctuation in air pressure.

As the story unravels and the threat has made itself present the primary goal is to survive, in hopes rescuers will find you. Like most generic horror games, the use of lighting or lack thereof will be an integral part of the atmosphere, adding to the overall unease – in addition to this, the sound will consist of hollow echoes and rushing water as the submarine falls apart.

Inspiration: Prey on the fears of claustrophobics (confined spaces) and thalassophobics/aquaphobics (sea/water)

Features:

  • Horror set in underwater environment
  • Sound and light used to reinforce fear and unease
  • Story-driven
  • Environment changes as story progresses, increasing difficulty
Intended for PC, Xbox One and Play Station 4

Reference image: https://kapitalisten.files.wordpress.com/2012/04/tumblr_lzrs8ffjda1qe4ld1o1_1280.jpg



Contract is a game that seeks inspiration from the antiheroes from game and film, names of which include Boba Fett (Star Wars), Django (Django Unchained) and Samus Aran (Metroid). The basic premise of this game is a sci-fi interpretation of cops and robbers. The gameplay seeks influence from the Assassin's Creed multiplayer, which involves killing contracts – however this differs as it has a wider playing field, set galaxy wide.

The single player portion will consist of the player taking on the role of a bounty hunter, waiting for contracts and picking up suspicious activity through universal broadcasts. Once the player has accepted a contract, they will be given a rough idea of which sector their target is in, however the rest involves a very detective-esque type of gameplay.

For the multiplayer portion, players can take on the bounty hunter role, or the victim on the contract. The goal of the victim is to avoid discovery, implementing a stealth aspect as local technology will send information to the bounty hunter if caught on tape.

Features:

  • Galaxy-wide game of cops and robbers
  • 2D pixel style
  • Stealth
  • Detective genre with violence/aggression
  • Single and multi-player

Intended for PC (Steam)


Reference Image: Kickstarted game: Starr Mazer

Bulls of Steel (or Bullrush) Is a multiplayer competitive endless runner based off of The Pamplona Encierro, also known as the "Running of the Bulls". Set in the streets of Pamplona, players must avoid obstacles such as overturned stalls and trash cans – however these are just procedurally generated and easily avoidable, the true threat are the other players.

Seeking inspiration from the Mario Kart franchise (1992-2014) and SpeedRunners (2013), players will be able to pick up traps and power ups to deter their opponents; these will be represented similarly to the spinning cube pick-ups from Mario Kart and Crash Team Racing. For the purpose of constant pressure, players can get eliminated if they fall too far behind – resulting in the stampede of bulls trampling them and forcing them to spectate until the round is over.

For the sake of playability, rounds will be timed and will take into account the positions of the players for final placings if multiple players are left standing (running) after the time is up.

Mechanics:

  • Endless Runner – Forced movement, ability to jump and strafe
  • Multiplayer Competition – Battle opponents whilst simultaneously playing an endless runner
  • Power-ups – Pick up system in place to make games more interesting and battle-heavy
  • Elimination – Constant threat of bulls chasing the players
  • Last Man Standing (Running) – Automatic win for the last runner, otherwise timer running out will choose the player at the front

Features:

  • Party game, great for sinking friendships
  • Mash up of multiplayer racing games and endless runner genre
  • Playful art style, with Spanish influences
  • Fairly basic control setup (strafe, jump, use powerup)
  • Potential for local multiplayer on a single screen (as opposed to split-screening)

Intended for PC, Xbox One and Play Station 4


Reference image: https://www.artstation.com/artwork/color-sketches-1

In Collateral Custodian you take on the role of a guardian angel, protecting a clumsy character cursed by the grim reaper – eternally followed by the cold hands of death. As a guardian angel it is your sworn duty to prevent your individual from meeting their maker, therefore you must redirect all threats to your person elsewhere.

Threat redirection is when the "collateral" aspect is taken into account; you've only sworn loyalty to protecting one human – not the rest of them. For this reason, you're unintentionally interning for Death, sacrificing innocent people so you can keep your wings and Death's not complaining because you're simply sending him replacements.

The game plays with a third-person omniscient perspective over the protected individual; with a puzzle solving atmosphere with your goal is to divert incoming danger – this can be done by controlling electronics, such as traffic lights to change the flow of vehicles or activating electronic billboards to distract unaware sacrifices.

Features:

  • Progressive difficulty
  • Multiple levels
  • Ironic tone, keeping wings whilst sacrificing innocents
  • End game results in death hiring you as his assistant, resigning as an angel

Intended for PC, Xbox One and Play Station 4


Reference image: http://www.creativeuncut.com/gallery-26/clos2-brotherhood-god-paladin.html

Rebirth is a side scrolling 2D platformer in which dying decreases the difficulty of the game. This idea takes into account the game flow, balancing out the levels of frustration finding the perfect balance for the player, so they can complete each level – whilst necessary repercussions to score are set in play.

In regards to decreasing the difficulty, each time the player dies a threat will be removed for the following attempt until the map is entirely safe and super easy to complete. To rewards players who complete each level with as little or no deaths possible, those players who do struggle immensely will have points added to their score. However the point system works similarly to golf, with a no death run being the equivalent to a hole in one – therefore the lower score by the end of the game should reflect better skills of the player.

For the art direction, Rebirth will use saturation for importance, for example the player will consist of a bright coloured silhouette whereas the background will be greyscale void of any saturation.

Features:

  • Adaptive difficulty – dependent on player's struggles
  • Same scoring system as golf
  • Simple, pleasant art style
  • Replayable

Intended for PC, Android or iOS


Reference image: http://www.deviantart.com/art/Wake-548645729

Pin Cushion is a game in which you play an immortal being hired by an army as the first and only line of defence. It is your primary goal to intercept as many incoming projectiles as possible with your body – without the worrying about health.

This idea seeks inspiration from the "Goalie" position in Football, except in a war environment, set around either medieval times or one of the world wars. The more projectiles you absorb with your body, the less chance your allies get injured or killed. The amount of allies left alive is equivalent to health – therefore if your peers are depleted, then it's game over.

The game is set in a 3-dimensional war ground, in which AI controlled archers (or gunmen, depending on the era) run around shooting enemies. The character controls are similar to any FPS game; however instead of the ability to attack, you will have a set of skills.

The player's skills consist of jumping, diving and temporarily slowing time – the purpose of these skills is to maximise the player's movement and ability to intercept projectiles. For balancing purposes the time slow will have a cooldown whereas jumping and diving is less effective, therefore requiring no necessary cooldown.

Features:

  • The common FPS mechanic of avoiding enemy fire turned on its head, therefore it's the main objective to "catch" enemy fire
  • AI controlled battlefield
  • Immortality
  • Unique health system in regards to typical FPS environments

Intended for PC, Xbox One and Play Station 4.


Reference image: http://liyart.deviantart.com/art/Defeated-447935051


In Cab of Lies you take on the role of a slimy cab driver with the goal to extend the paid journey without the passengers noticing, and raking in the extra fare. The gameplay is part dialogue options and part driving game. In regards to driving, it seeks inspiration from racing games, with car control, but at a much slower pace, because there are laws in place for speeding – and for dialogue situations (conversing with passengers) it will seek inspiration from the Telltale Games series in which the player is somewhat pressured by time to converse with characters.

Methods in which the player can extend the journey consist of circling the block, distracting the passengers with conversation or convincing the passengers of "shortcuts". Despite the multiple methods, all come with a downside depending on the overall difficulty of the scam – high risk, high reward. Circling the block is the worst move for the player to take, as it is the most predictable and weakest scam possible. However for the driver-passenger bond, the player must remain within conversation or convincingly fool the passenger whilst driving – this will be done through multiple response dialogue cues in which the player must pick the most appropriate responses.

In terms of passengers, the awareness of them differs from the easiest (inebriated) to hardest (sober). Another factor to add is multiple passengers, which can either distract each other, or in turn harder to fool as there are more individuals involved. As for score, it is represented by the total fare by the end of the journey, provided the player doesn't get caught by the passenger.

Features:

  • Realistic driving speeds
  • Stealth mechanic in tandem with driving controls
  • Dialogue cues to fool passengers
  • Varying difficulties dependent on passenger's mental state and number of total passengers

Intended for PC, Xbox One and Play Station 4

Alternate title: 'Taxing Taxi'


Reference image: https://www.flickr.com/photos/joeproosen/2910311604/


Minors is a search and rescue game in which you take the role of a distressed parent that ventures into the local mines to locate your kid and their gaggle of friends who were seen entering the mine previously. Whilst distressed, your basic parenting instincts direct you through the mine, and you fear for the worst – so time is precious.

Challenges that the player will be presented with will consist of recalling memory, focusing hearing towards the children and navigating through the dimly-lit tunnels. In regards to memory, the network of mine tunnels are somewhat of a maze and in some cases the player will have to retrace their steps, as they have no definite map – only some signage and certain props to use as markers.

For the hearing aspect of the game, it is important for the player to pay attention to audio cues and in some cases standing still to avoid interfering with certain audio changes, some of these cues will be represented by screams for help, shuffling feet or nearby cave-ins.

Lastly, the poor lighting in the tunnels will present a visual challenge for the player, and possibly add an atmosphere of unease or horror. The player will either have a lantern, torch or flare on hand as a light source – however battery is limited therefore recommended the player not leave their devices on for the continuously.

Features:

  • Heighten senses for problem solving (audio/visual)
  • Rescue a group of minors from a mine
  • Some basis for a story

Name origin: Minors… miners. Heh.

Intended for PC, Xbox One and Play Station 4

Reference image: https://www.behance.net/gallery/18206275/Desert-iso


Subway: Eat Flesh is another generic zombie survival game; however you're restricted to the underground subway tunnels. Set in the somewhat distant future or alternate universe in which the subways have multiple networks of underground tunnels of differing levels – reminiscent of a maze.

This can be played either single-player or co-op. Players must defend against endless hordes of zombies as they navigate through the tunnel network. The player can also scavenge for parts, creating new weapons and gadgets.

The environment will be somewhat dynamic, for example the train system is automated and therefore will stop and go as it pleases. Players will have to avoid getting hit by said trains, but can also hitch a ride on one, provided they board it whilst it's stopped at a station. To make sure that riding the train feels like more of a reward, train stations will be infested with a denser horde of undead.

The end game is reached if the player(s) find the way out of the tunnel system, most exits are either caved-in or bolted shut to prevent the undead from reaching the service – as one of the survivors sacrificed to the many undead your goal is to find an opening (exit), doing so will result in freedom and victory.

Features:

  • Single player or Co-operative play
  • Survive against an endless amount of undead
  • Working train system and tunnel network
  • Varying difficulties
  • Poor/shoddy lighting adding a degree of difficulty

Intended for PC, Xbox One and Play Station 4


Reference image: http://orig03.deviantart.net/ba2e/f/2007/150/2/7/subway____eat_flesh_by_veggieb0i.png\



Overdoge is a team-based, first-person shooter in which players take control of meme-themed characters (Doge, Pepe, Shia LaBeouf). This idea seeks inspiration from games such as Plants vs Zombies: Garden Warfare and Splatoon, both in pace of gameplay and bright, colourful art direction.

Standard FPS team-deathmatch set up, players will pick a team similar to Team Fortress 2's set up, and they will select their character/meme. This idea would hopefully entice a fairly large internet audience, leading to cheap advertising – as a game that can sell itself.

Each class/meme will have different weapons and abilities, giving the player a reason to try many. An obstacle may present itself if certain memes die out after a while, therefore reskinning or releasing new meme classes could be something to consider.

Only the dankest memes shall prevail on the battlefield!

As for an idea for a mini-game or for a sudden-death type situation, the players could play Dogeball, a standard one shot game of dodgeball (unless all players miss, then their shots will be replenished). Also the balls are doge.

Wow.

Much Meme.

Very Game.

Intended for PC (Steam)


Name origin: Overdoge = Overdose + Doge (unhealthy amount memes observed at a single time)

Inspiration: Too many doge memes in a week


Reference image: https://s-media-cache-ak0.pinimg.com/736x/f0/05/be/f005be50c0cdd08d64fc84b053081342.jpg



Oktober-Fist is a booze fuelled fighter in which combatants from all over the globe meet at a specific location once a year. The top drunken brawlers from all over the world gather to fight for the ultimate prize, the OktoberFIST!

The game will be presented in a similar fashion to Street Fighter and Tekken, in which the player will pick a character and win brawls to progress to the final round, pitted against the defending champion – equipped with the power of the OktoberFIST. Upon defeating the champion, the player will then be able to complete as their successful characters with the OktoberFIST equipped – this opens up the game to further gameplay and experimentation.

Character Ideas:

  • Zui Quan Master (Chinese) – Trained in the arts of "Drunken Kung Fu" this character is practiced in the art of the drunkard. Swift and hard to hit, this character will seek influence from Chinese martial artists – in combat style and character design
  • Volkswagen (Germany) – Defending champion, having claimed and held onto the title of OktoberFIST, the strongest opponent – unlockable after defeating him certain amount of times
  • John Doe (USA) – College jock, undefeated winner for drinking games at gatherings, strong in a fist-fight – character will have some "patriotic" flag on him
  • Grandmother Russia (Russia) – Old lady, withered with the troubles of war, able to hold down many a drink, typically uses a walking cane as a weapon and can split like a babushka doll – not available from the beginning, must be unlocked after defeating Volkswagen once.

Intended for PC, Xbox One and Play Station 4.


Reference image: https://dribbble.com/shots/1975787-Oktoberfest



SasqWatch incorporates the myth of Big Foot, and its ability to hide with little footage of it reaching civilisation. In this game, you take on the role of the Sasquatch, the protector of the forest, and as much as you might hate the humans you swear not to harm them. To keep in line with the story of Big Foot, the core game mechanic is stealth, or at least a stealth requirement when navigating around humans with recording devices.

For the player to fail they will have to be recorded on camera for too long or caught up close – this will fail the mission instantly and doom the player to repeat it. Missions will consist of freeing forest animals from man-made traps and imprisonment.

Features:

  • Take control of a passive entity unable to inflict harm
  • Navigate through the jungle in a stealthy fashion, avoiding humans and their cameras
  • Strict repercussions to failure. Permadeath. Restart mission.
  • 3D environment, allowing to another dimension for stealth and puzzles.

Intended for computer (Steam) and potentially Xbox One and Play Station 4

Side note: This idea is also open to a snow-themed equivalent in which you take on the role of the Yeti, and are surrounded by less obstructions to hide behind – adding an extra degree of difficulty.

Reference image: https://d13yacurqjgara.cloudfront.net/users/285475/screenshots/1206329/sasquath_runningcycle.gif


In Restoration you take on the role of one of Mother Nature's servants, a mountain giant (mountain in physical appearance and size) and it is your duty since birth to restore the land and clean up after the battles between humans.

As the game progresses, humans start more wars simultaneously and technology advances, therefore destroying the land at a much faster pace. As much as it may infuriate you to watch your world perish at the hands of humankind, you must remain a passive entity and wait for them to eliminate their own population and simply repair the land they destroy.

As a servant of nature, you will cease to live if the greenery is destroyed, therefore resulting in a game over screen if the player fails to repair the world fast enough.

Obstacles:

  • Mountains – you might represent a mountain in appearance, however you aren't the most agile giant, and therefore mountains are the standard immovable obstacle of which the player must navigate around instead of over or through.
  • Bodies of water – although you are mountainous in scale, you cannot pass through large bodies of water in a single step, and therefore passing through a lake will lower your movement speed.
  • Volcanoes – similar to bodies of water, your movement slow is decreased even further, and some of the trees on your back, grown for the purpose of restoration, will get burnt by the lava – it is recommended for the player to avoid volcanoes unless very necessary.
  • Radiated zones – once the game progresses to the stage of nuclear war, some areas will be left uninhabitable and therefore unable to support flora and fauna – these areas will take a certain amount of time become inhabitable again, but until then represent a hindrance.

End game: The human race eventually wipe themselves out removing the greatest source of damage to nature, or the human race starts another cycle, beginning from natural resources and less feuds.

Intended for either mainstream platforms or mobile devices


Reference video:

TheMountainKing from Brandon Wu on Vimeo.

Silhouette is simultaneously a 2D and 3D endless runner in which you control a character running through an oddly lit tunnel, however due to a curse, you and shadow share pain, therefore if your shadow collides with another shadow it is treated like a normal collision with an object.

In regards to the 3D aspect, the player will play the standard endless runner with lane changing and jumping, however due to the addition of the shadow curse, the player must also avoid their shadow colliding with the shadows of obstacles, adding a 2D plane in which the player must also spare some attention.

Why both 2D and 3D? Endless runners are fairly difficult enough as it is, monitoring two bodies adds a degree of complexity and depth as the player must manage two units at once.

Power-ups:

  • Light – Summon a large ball of light, temporarily removing shadows, so that the player can focus on the physical body
  • Ghost – The physical body can temporarily phase through solid obstacles, allowing the player to focus on their shadow

Traps:

  • Switch – Light source changes position, altering the perspective for the shadow
  • Surprise – Obstacle density increase for a certain amount of time, spawning more objects

Features:

  • Endless Runner
  • Random chance/luck (trap or power-up)
  • Increased depth, taking into account 3D and 2D planes simultaneously

"I don't need a friend who changes when I change and who nods when I nod; my shadow does that much better" - Plutarch

Intended for PC, Xbox One, Play Station 4 and mobile devices (iOS/Android)


Reference image: https://d1w5usc88actyi.cloudfront.net/wp-content/uploads/2012/09/00042089.jpeg

Litty Kitter is a quick-paced arcade-ish game, intended for either mobile devices or to serve as a mini-game for party-type games. The main features that this game takes into account are time pressure, searching for the unknown and evolving difficulty as game progresses.

In regards to time pressure, it will be interpreted to the player as a smell-o-meter, and if the meter reaches zero, then they pass out and game over. Why time limit? The pressure adds to the atmosphere of mystery, when sifting through the litterbox for poop.

Searching for the unknown refers to the hidden treasure amongst the kitty litter, although the main goal is to locate and dispose of poop, the player can find actual treasure which can be used to purchase unlockables, such as new, stylish pooper scoopers.

Lastly, the evolving difficulty is standard for mini-games or replayability of apps, decreasing time and size of poops (which can also be interpreted as small but deadly, cause of how time is measured) until the player fails.

Features:

  • Leaderboard compatibility
  • Replayability
  • Score boasting
  • Cosmetic items (unlockables)

Inspired by personal experience, on the bright side, I'm getting better at holding my breath


Reference image: http://cdn.themetapicture.com/pic/images/2014/07/05/cute-cat-smiling-face-kitty.jpg

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