Submissions by aidan.fox6298 tagged progressive-difficulty

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 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

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.