Submissions by aidan.fox6298 tagged survival

Subway: Eat Flesh is another generic zombie survival game; however you're restricted to the underground subway tunnels. Set in the somewhat distant future or alternate universe in which the subways have multiple networks of underground tunnels of differing levels – reminiscent of a maze.

This can be played either single-player or co-op. Players must defend against endless hordes of zombies as they navigate through the tunnel network. The player can also scavenge for parts, creating new weapons and gadgets.

The environment will be somewhat dynamic, for example the train system is automated and therefore will stop and go as it pleases. Players will have to avoid getting hit by said trains, but can also hitch a ride on one, provided they board it whilst it's stopped at a station. To make sure that riding the train feels like more of a reward, train stations will be infested with a denser horde of undead.

The end game is reached if the player(s) find the way out of the tunnel system, most exits are either caved-in or bolted shut to prevent the undead from reaching the service – as one of the survivors sacrificed to the many undead your goal is to find an opening (exit), doing so will result in freedom and victory.

Features:

  • Single player or Co-operative play
  • Survive against an endless amount of undead
  • Working train system and tunnel network
  • Varying difficulties
  • Poor/shoddy lighting adding a degree of difficulty

Intended for PC, Xbox One and Play Station 4


Reference image: http://orig03.deviantart.net/ba2e/f/2007/150/2/7/subway____eat_flesh_by_veggieb0i.png\



Cartographer is a single-player, adventure, survival game in which the player controls a thrill-seeking map-maker with the goal of mapping out an island by living off its natural resources. The player will start off with a certain amount of food, water and safety items, however as in-game days pass the player will be put to the test against nature – having to forage, hunt and avoid being hunted.

For the sake of super-realism the player will get punished for self-inflicted damage (i.e. falling/running full speed into surroundings). Cartographer also abides by the rules of permadeath, therefore increasing the pressure of death as more time is invested in completing a map.

All completed maps will be kept in a gallery, locatable through the start-up menu. Open to the possibility for unfinished maps appearing torn or blood-stained in the gallery – just to pour salt in the wounds.

Mechanics:

  • Upon starting another game, a random map is generated to avoid walkthroughs and players fully get to experience variety
  • Animals per island are random, just to add an atmosphere of unease as there is a possibility for only hostile animals, raising the difficulty for hunting.
  • Although your primary goal is to complete the map, the player must always keep an eye on hunger, dehydration and overall health (sickness).

Features:

  • Replayability in regards to the random map generation
  • Female protagonist (because the new Lara Croft is a badass)
  • Permadeath
  • Unforgiving difficulties (Hardcore)
  • Map room, showcasing previous runs (completed and failed)

Intended for PC, Xbox One and Play Station 4

Main inspirations:

  • Tomb Raider (2013)
  • Far Cry 3 (2012)
  • Far Cry 4 (2014)
  • Minecraft [Hardcore Survival] (2009)

You're alone on a desert planet, and you play as a cactus humanoid alien character thing called 'Cactus Evergreen', your only means of survival is to locate water. Armed with a divining rod and a straw, you hunt the dunes following the twitches of your rod to what you hope to be water. Time is precious as you have a thirst meter, which is constantly draining, and your goal is to find water to fill it back up. If the divining rod seems highly responsive in a certain area, you can jump into the sand (temporarily planting yourself) refilling the thirst-meter significantly, however if you missed the water spring/damp area, you take a harsh increase in thirst. If you don't quite trust your instincts you can in turn, stab your straw into the sand and drink what little water you assume to be in the sand. Failing this process only slightly increases your thirst, but if you do locate water (and sip it through your straw), you will refill the thirst-meter a certain amount, but not as much as the planting yourself strategy.

Why the divining rod? Damp patches and underground springs spawn randomly and cannot be seen from above, think of it like the item-finder from the pokemon games, except without the 100% certainty that you're on the right spot.

What reason is there for the player to keep attempting to complete longer runs?

Leaderboards, duh. You'll be timed for each run, and the longer the time the higher the score and the juicier the bragging rights. Also, reaching certain time goals will unlock new skins for the player, and who doesn't like cosmetics? (also can be used as a non pay-to-win microtransaction)

This game is intended for mobile devices (iOS, Android) and potentially PC (Windows/Steam)

Main Features:

  • -Pixel Art Style
  • -Time Pressure
  • -Replayability
  • -Super straw sipping action!
  • -Sand. A lot of sand.
And also, a rough idea of how unlockable skins will look.