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:
Intended for PC (Steam)
PS: This is a project I'm currently working on
Reference Image: "Space Crew" by Aidan Fox (Me)
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:
Intended for PC, Android or iOS
Reference image: http://www.deviantart.com/art/Wake-548645729
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:
Traps:
Features:
"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
CHROMA is a 2D puzzle-platformer with the primary purpose to gain awareness for those with colour-blindness; this is done through the level design and art style, consisting of two colours that would clash for those with certain types of colour-blindness with a filter to make them match whilst the player navigates the level.
Upon completing a level the palette/filter will switch off to reveal the two colours that would hinder a person with colour-blindness and the type they would have. For example, "Red and Green" colour palette in regards to Deuteranopia, the most common form of colour-blindness characterised by insensitivity to green.
Each puzzle will increase in difficulty, but never introduce new mechanics, as the primary purpose is to teach people about colour-blind friendly colours when creating something in their own medium, whether they're making games, advertisements or artwork.
As a teaching tool, it could be used in schools, for children, as they may not enjoy the whole 'eye-testing' situation currently set up. Therefore disguising it in the form of a game would appear far more appealing to children.
Main features:
Reference Image: https://www.hotdesign.com/wp-content/uploads/netcol_colorblind_pal.jpg