Submissions by aidan.fox6298 tagged mobile-game

Polynate is a beehive-building game, a city-building game themed to bees. The primary goal is to prosper as a beehive and last as long as possible. A 'quest' system will be implemented for extra points and increasing population happiness amongst the bees, these quests will be given by the queen bee to please her preferences. Main resources are wax, honey and pollen – these can be used to feed, build or increase population.

In regards to the name, Polynate will incorporate a low-poly art style with a bright colour scheme – primarily consisting of yellow. There is a separate mode in which the player can control a group of scouting bees seeking out flowers (pollen), avoiding threats such as birds, lizards and humans – similar to sending out vault members in Fallout Shelter (app).

The character design for the bees will be exaggerated and bulbous, for the reason to seem less menacing and more enjoyable for a younger audience.

Bee Types:

  • Worker bees are entirely female and can very rarely make new population in the form of drones, but other than that leave the reproduction up to the queen. Workers can tend to the queen or drones, feed the youth (larvae) or forage for pollen and nectar.
  • Drones are the male equivalent in which their main goal is to fertilise new queens. Drones are expendable and will be sacrificed if resources get dangerously low – the primary use of drones is to keep the queen happy, which in turn keeps the overall population happy.

Intended for mobile devices (iOS/Android) and PC


Reference image: https://www.behance.net/gallery/21106245/Low-Poly-Bee



In Language Barrier you take on the role of a translator, translating from a random language into English. For that reason, this game is targeted towards the English-speaking audience, as English (British or American) will be used as the base language for puzzle solving.

At the start of each challenge/puzzle the player will be presented with a foreign message, followed by particular words lighting up and the unlit words translating into English, it is your goal as the player to input the English equivalent of the highlighted words.

To avoid cheating, a countdown clock will be added as a form of time pressure, to prevent the player from translating through google.

Mechanics:

  • Different languages = different difficulties
    • If the language uses the Latin/Roman alphabet (with the addition of a couple similar letters, for example Español) then it would be listed under easy
    • However if the language fully adopts its own set of characters, such as Chinese or Japanese then it will be listed as a harder difficulty
  • Another source of varying difficulty will depend on the word being translated
    • If the word is something commonly learnt by young children (numbers, days, months) then it will also appear under the easier difficulties
    • However if the word is simple, but not necessarily what a child would learn, then it would be classified as moderate/medium difficulty
    • And lastly, more uncommon/complex words would be regarded as harder difficulty
  • Possibly add an additional mode including slang terms from English (Maybe even urban dictionary if I were to be so bold)

Features:

  • Similar art direction to the flat textures/shapes of the WarioWare franchise, to add charm to the game, keeping the player interested – but keep the primary focus on words
  • Solving multi-lingual word puzzles whilst under the pressure of time
  • Increasing difficulty as the game persists, involving foreign characters and uncommon words
  • Potentially learn another language, or at least some important terms

Intended for handheld devices such as: iOS/Android and Nintendo 3DS.


Reference Image: https://farm8.staticflickr.com/7256/6971332358_e2d1c0726b_o.jpg



This game idea seeks inspiration from the fairy tale "Die Wichtelmänner" (Brothers Grimm), commonly known as "The Elves and the Shoemaker" in which a poor shoemaker receives much-needed help from elves.

In Cobbler Collaboration (Cobbler Collab) you take on the role of the helpful elf (fairy/pixie), aiding a fragile, old man whose ability to make and repair footwear is deteriorating with age. Your only objective in this game is to fix the shoes whilst the old man is sleeping, so that his customers will remain happy with the quality and restore the confidence in the old man. However if you fail to fix a shoe to a certain standard, he will either choose to retire by closing the shop for good – or he will be shut down by a third party.

Game Mechanics:

  • Your only job is to fix shoes, but the Cobbler should not know of your existence. Therefore when it hits 10:00pm the old man will depart to go sleep, this gives you eight hours (eight real life minutes) until 6:00am, to fix his shoes for the day, failure to do so will result in a game over
  • As days pass, the old man's ability to make/repair shoes worsens, which in turn makes it harder for you to fix. When his skill falls below a certain threshold, he'll start suffering from insomnia and get up to check on the shoes. This is when stealth is involved or simply putting a pause on fixing, because if you're spotted, then the old man will realise he lacks talent, therefore personally shutting down his shop
  • In regards to shoes, there will be a range of different types and materials, resulting in varying difficulties. Shoe types may include/but are not restricted to: shoes, boots, sandal, clogs and moccasins.

Features:

  • Time pressure (eight minutes per night)
  • Stealth after a certain amount of days
  • Increasing difficulty with each day
  • Scoring based off consecutive days completed

I am currently undecided on which platforms it would be available for, because with third-person, 3-dimensional manoeuvrability and stealth mechanics it would be best for PC, Xbox One and Play Station 4. However this idea could also be well executed in a 2-dimensional fashion for mobile devices (iOS/Android) with more ease in regards to interaction with repairing.


Reference Image: https://www.flickr.com/photos/x-ray_delta_one/4931317900/in/set-72157621991259423/

In Col. Crop, you play a simple carrot farmer hired by some government suits to raise an army of super soldier carrots. After they hand over a hefty wad of cash and a suitcase of radioactive substances, you trial test the crops to find out if the radiation works - and it does, almost too well as giant carrots surround your farmland. Being the top notch carrot farmer that you are you find that the massive carrots are very costly, destroying your crops, and further decreasing your ability to make more soldiers.

This game seeks gameplay influences from basic smartphone tap/response games like Tap Tap and other rhythm games; however instead of responding to pre-programmed rhythms Col. Crop uses random patterns, using physical cues (twitching carrot leaves) to initiate a response from the player.

Basic Mechanics:

  • There are four or five "lanes" as presented on the screen in which carrots will be planted, grown and picked
  • The carrot soldiers have four growth stages: Sprout, Normal, Super Solider and Blimp
    • If the player plucks a "sprout" or "normal" carrot, then the soil loses its radiation and no longer produces any "super soldiers", therefore the lane with the failed 'pluck' attempt becomes unavailable for the rest of the run.
    • If the player takes too long to pluck a "super soldier", then the screen starts to shake uncontrollably and a large carrot bursts through the dirt and destroys the soil, this is the "blimp" type, and is an instant game over/end of a run.
    • The other way to end a run (game over) is to have all lanes become useless by plucking carrots too early.
  • The carrots grow in random patterns of one or two at a time, this is represented by a physical cue (twitching leaves) – however this can also trip the player up. For example, every time a carrot grows, it will follow a leaf twitch, however not every leaf twitch will result in a growth.
  • The longer your run goes, or higher your score is results in shorter reaction time and more frequent double growths (requiring simultaneous tapping)

Game Features:

  • Scoreboard
  • Playful art style
  • Replayability and addiction
  • Carrots, with muscles.
Intended for Mobile devices (iOS and Android)

Why carrots? Built-in night vision of course

Why not call the game "Colonel Carrot"? If I decide to add other crops, then Col. Crop (or Colonel Cultivate) is a little more forgiving if changes are to happen.


Quick concept art I came up with, recycling the cactus evergreen concepts (shh, tell no one)

Tamagotchi meets the birth of a star.

In this game you take care of a new-born star – and your main goal is to nurture it and keep it alive for as long as possible. Every real life second, in the virtual space one-thousand earth years (a millennium) pass, and if the star is still alive after 115.741 real life days, then it will die of old age. Upon death either by neglecting the star's needs or reaching the end of its lifetime the end screen will show a supernova or a black hole. Once you reach the game over screen, you are then presented with a highscore based on days (in-game years), that the star lived and whether the star was well kept as opposed to barely staying alive.

How do I take care of the star?

  • Feeding: The age of the star limits what it can eat, for example an infant star can eat small asteroids and other debris, but nothing too substantial – whereas a 'red giant' can consume planets
  • Temper: Stars can get very hot-headed and upset, this is presented as aggressive solar flares. To take care of this issue, the 'parent' can play with the star, put it to sleep or give it a few millennia in a time out.
  • Growth: If the star is content when a growth cycle comes around, then it will increase in size and strive towards becoming a 'Blue Super Giant', however if there are issues with its happiness, then its growth may get stunted and forever remain a dwarf star, only increasing in heat with age, but not so much in size.

Intended either as its own handheld device, reminiscent of the Tamagotchi or made for mobile devices (iOS and Android).

Main Features:

  • Astronomy facts and terminology
    • You can feed it planets, moons and asteroids from the solar system
    • Presented with names of real stars
  • Interactivity with raising a new-born star
  • Diverse range of sizes and colours depending on star's well-being, ranging from brown dwarf to blue super giant
  • A series of mini-games can be played with the star, to boost happiness

Reference Image: http://www.bt-images.net/wp-content/uploads/2014/03/Black-Hole-Outburst-in-Spiral-Galaxy.jpg


You've traded your family's cow to a strange, old man for a pouch of magic beans.

The game begins with a small plant pot and you watering your newly-planted, magic beans only to cause a beanstalk to shoot through your roof. Overcome with curiosity you decide climbing the beanstalk is a great idea.

Beanstalk is an endless climber (vertical endless runner) where your main goal is to get as high up the beanstalk as possible without dying. The gameplay consists of an automatic climbing pace, with three 'lanes' that you can swipe in the corresponding direction to switch lanes, being in the leftmost lane and swiping left however will not throw you into the abyss.

How can I die?

  • -Avoid the gaps in the beanstalk; landing on one of those tiles will cause your character to fall off.
  • -Exclamation marks appear in a lane as a warning, if there is an object falling very soon, this could consist of beans, roof tiles or unconscious birds that got pummelled by the sudden growth of the beanstalk. The time between 'warning' and the falling object will decrease depending on how high up you are, so there is less time to react.
  • -It appears that other plants have already started to sprout off the beanstalk and they look hungry. Two types of traps could consist of strangling vines that will entangle you and pull you into the beanstalk, never to return, and overgrown Venus fly traps, reminiscent of the piranha plants from the Super Mario franchise – which will also consume the player if they collide.

Main Features:

  • -Vibrant art style
  • -Challenges
  • -Leaderboards
  • -Background transitions depending on score (e.g. sky > clouds > space)
  • -Procedural generation

Intended for iOS and Android.

Reference image: http://malgorzataarska.deviantart.com/art/The-Bean...