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.
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Intended for PC, Xbox One and Play Station 4
Reference image: http://www.creativeuncut.com/gallery-26/clos2-brotherhood-god-paladin.html
Exposure is a 3D puzzle-platformer in which you no longer control the character/protagonist, instead you control the camera. Being the eyes of the protagonist essentially leaves them blind until you guide their path. Most games consist of either first-person and/or third-person camera perspective, however Exposure incorporates both angles for the purpose of problem-solving.
First-person mode is used to scout hard to see angles, which the player wouldn't be able to navigate through third-person controls. However, in first person you cannot direct the character's attention, meaning this view will most likely be used the least.
In third-person mode, the player can rotate around the character, using them as a pivot and can pan a certain distance away – as the camera is tethered to the character. In third person mode, the player can lay down markers to directly grab the character's attention, otherwise the character will use the knowledge it already knows from you scanning the area. The main use of marking waypoints is to force the protagonist through puzzles – ensuring that the player still has some direct involvement.
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Main inspiration: Captain Toad: Treasure Tracker (2014)
Intended for PC, Xbox One and Play Station 4
Reference image: https://d13yacurqjgara.cloudfront.net/users/24444/screenshots/1051317/guynoir_1x.png
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.
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Intended for handheld devices such as: iOS/Android and Nintendo 3DS.
Reference Image: https://farm8.staticflickr.com/7256/6971332358_e2d1c0726b_o.jpg
In this game you play an upstanding citizen and in your spare time you decide to track down litter-bugs. Similar to the premise of L.A. Noire, you first locate a crime scene (in this case litter) and search for clues.
By examining the trash closely you may find it's something used by a niche audience, has the name of the litterer printed on it or hope that DNA is located somewhere on the evidence. Once you feel you've gathered enough evidence from the crime scene, you continue with the investigation and head back to your insanely-spotless apartment.
This is when the boundaries of the justice system become blurry and you as a litter vigilante are above the law. This is when stealth is introduced, as what you choose to do isn't necessarily legal.
However, being the honourable civilian that you are, you decide not to confront the brutish, uncultured litter-bug face-to-face. Instead you decide to write a sternly worded letter, telling them off as you can't take proper legal action against them – especially considering the irony of the whole situation.
Now you wait for tomorrow when the next case presents itself... or you've been arrested for ignoring a few laws, such as: breaking and entering, impersonating a government agent and sifting through someone's trash.
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Game Features
Source image: http://www.firstaidandsafetyonline.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/M/H/MHSK37_9.jpg
In this game you play the owner of a shop, known for its capacity to contain anything and everything the customer might need – or so they think. MacGyver Merchant is a timed, memory, puzzle game in which a customer requests an object from the player, and the player must quickly duck behind the counter and assemble the requested item from whatever merchandise he has. To assemble the specified item the player may remember what each item has in regards to parts, but must find the exact parts and assemble a product before the timer runs out.
If the time is to run out the customer will run out of patience and exit your shop, leaving a poor review. Each time you run out of time you lose a star-rating, at the start of every run you get 5-stars, falling to 0-stars will result in a game over. The longer you last in a run, the harder the objects are to assemble, and the customers are more impatient – therefore increasing time pressure.
The scoring system is based off the time left over from each assembly, and how many items you complete in a single run.
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Intended for PC (Steam) and potentially handheld devices (iOS, Android)
Disclaimer: MacGyver Merchant is only a working title, and will not include MacGyver at all – just the idea he represents, making something out of almost nothing.
Reference Image: http://vignette1.wikia.nocookie.net/dead-rising/images/6/6d/Dead_rising_2_case_0_maintence_bench_combine_second.png/revision/latest?cb=20100827051313
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.
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Reference Image: https://www.hotdesign.com/wp-content/uploads/netcol_colorblind_pal.jpg