Submissions by aidan.fox6298 tagged pixel

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)

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)