All submissions (52)

In "Just a Little Yee Boi" the player walks through a city giving every positive thing they hear a little "yee boi". They would control a character walking through a bustling city who listens to everything going on around them. The player's goal is to listen in to any conversations happening around them, and give anything that sounds positive a little "yee boi" by pressing the spacebar. The player would hear all of the conversations through their headphones, creating the illusion of a busy city. They would have a top down view of the city, moving around groups of people to listen to. If the player mishears and gives something bad a little "yee boi", such as somebody discussing being fired from their job, then their character would be ridiculed. If they give the correct people a "yee boi" they would be rewarded with a satisfying hi-five. The game would consist of "days", after which the number of hi-fives the player got would be counted up. This would be their final score for the day, and would be translated into a "successfulness" meter.

Image from https://www.youtube.com/watch?v=gqpkZ2LPpps retrieved 8/9/2016

In this game the player must transform a dog's tongue into certain shapes in order to get the dog a job at the local circus. The player would take the role of the dog's trainer, and would move parts of the dog's tongue into different positions in order to create the shape. They would have up to 10 anchor points with which they would be able to manipulate the dog's tongue, and it would then stay in that position for a set amount of time. After this time has elapsed, the part of the tongue would slowly return to it's resting position. The player would be given an outline as to where the dog's tongue should be once the player has completed, and it is up to them to figure out how to get it in that position. They would have a limited amount of time for each tongue position, giving a sense of urgency to the actions required by the game. In between interviews the player would be able to practice the upcoming positions, allowing them to become comfortable with what is required at their own pace.

Image from https://i.imgur.com/4SrZ8hw.jpg retrieved 7/9/2016

Spam is a twin stick shooter in which the player takes control of a spam detector system and must defeat waves of spam emails. The player would be able to navigate around the "filter", a large open space which traps suspicious emails. Waves of these emails would come towards them, and they must shoot the spam enough to wear them down then trap the email by walking over it. This would sent the email to a spam folder, never to be seen again. However, ever so often a regular email would show up in the filter. The player would be required to save these emails, done by simply walking over them. Damaging these regular emails would result in them slowly corrupting, turning into even stronger spam emails. Every so often a boss spam email would spawn, which would have much higher health and therefore take longer to kill. Defeating this boss email would have a different result depending on what type of boss it was. Some would spawn multiple little spam emails, or others could result in a large explosion.

Image from http://knowyourmeme.com/photos/975939-spam retrieved 6/9/2016

Final Sprint is a mobile game in which the player must tap as fast as possible in order to come first in a running race. Players would need to alternate their taps between the left and right side of the screen, simulating running. As they tap their screen faster, their character would speed up and overtake other runners. There would be a variety of different lengths of races, including 60 meters, 100 meters, 200 meters, and finally 400 meters. These would all require various levels of stamina from the player, as tapping at full speed during an entire 400 meter race would become tiresome. Players would receive coins from completing races, which would be able to be spent on various skins for their runner, along with different variations of the courses. The game would begin with only the 60 meter track, and as the player begins to win more they would unlock greater distances which could be run. Players would race computer controlled opponents, the difficulty of which would be based upon the number of wins and losses the player has racked up during their playtime. They would also be able to upload their times to Game Center on iPhone and iPad, and Google Play Games on Android.

Image from https://twitter.com/a7xweeman/status/764987327668219909 retrieved 5/9/2016

Unboxathon is a 4 player party game in which your goal is to unbox the most products you can in the amount of time given. The players would be passed unopened boxes of technology, which they would be required to open. Players would need to ensure that the technology inside is not damaged, as otherwise points would be deducted. Rounds would start with each player being presented with a large pellet full of the technology for the rest of the round, and would need to open the large container. How well they open this first package will designate how many boxes they are passed throughout the rest of the round, as if they destroy any in the opening process would result in them not being available to the player at a later stage. Players would also be able to earn power ups, such as an automatic unboxer which would be active for a small period of time, or something that would hinder the progress of the other players.

Image from http://gadgets.ndtv.com/photos/iphone-5-unboxing-13856 retrieved 4/9/2016

In this game the player is tasked with creating the best group of historical figures from various time periods that they can in a short period of time. The player would move between time periods recruiting the strongest historical figures that they can, building an army for an upcoming battle. They would be required to input a year into a time machine, which would transport them into that time period. The player would then be required to convince the historical figure to join sides with them, done through a conversation similar to those in games such as Skyrim where the player is able to choose from a list of answers in order to obtain different outcomes. After recruiting 5 people, the player would travel back to the present day. Here the game would change to a strategy type game, similar to Advanced Wars or Fire Emblem. The player would command their units, the historical figures they recruited, in order to overpower the opposition. Each time the player successfully defeats a stage, they would be able to recruit another historical figure. They would be able to have a total of 10 on the field at each time, meaning that they would be required to choose which units to use based on their statistics.

Image from http://www.radicalparenting.com/2010/02/14/best-virtual-world-review-wiglington-and-wenks/ retrieved 3/9/2016

This game is a slot car racing game to be played on mobile devices. The game would be controlled using only a single touch, allowing it to be played in almost any situation. It would be an incremental game, with the player gaining currency in order to power up their slot car. This currency would be earned with every lap the player completes, and would be proportional to the time of the lap. Along with powering up the car's speed and grip (how well the car stays on the track), the player would be able to purchase new tracks. These would become gradually longer as more are purchased, however would be in different locations with different themes, and would different rewards. Falling off of the track would result in a time penalty being added to the player's time, reducing the amount of currency they earn from the lap. However, some tracks would have areas where, at the correct angle, the player could slide their car off of the track and onto a rap in order to skip a section and reduce their time greatly. This introduces risk and reward into the game, and doesn't completely punish the player for trying to achieve the jump as they will still gain some currency, and would be able to continue gaining the currency on their next lap.

Image from https://en.wikipedia.org/wiki/Slot_car retrieved 2/9/2016

"Watch the Throne" is a browser and mobile game in which the player must guard Kanye and Jay Z's throne. This is done by clicking or tapping, depending on which platform the game is being played on. The player would be required to click or tap on various generic robbers coming after the large golden throne. This would continue for around 3 to 4 minutes, the average time for a single song on the album. After this time, Kanye and Jay Z would come back and expect their throne to be there. If the throne is still there they would be congratulated, however if it was stolen they would get angry. The game would take place in various locations around the world, simulating a tour. Locations could include New York, Sydney, Tokyo and more. While the game is being played a song from the album would be played quietly in the background, simulating the fact that the player is somewhat close to the concert happening.

Image from https://en.wikipedia.org/wiki/Watch_the_Throne retrieved 1/9/2016

In this game, the player would be required to read a speech for approximately 3 minutes. They would read the speech off of giant cards being held by pedestrians. The game would take place in a bustling city, with the giant cards becoming obstructed by vehicles and people making their way throughout the city. Different difficulty levels would be based upon different times of day, with times such as the morning, midday and evening being the busiest, while times in between would be easier to complete. The player would read from the signs and speak aloud in real life, and the game would use the microphone to detect whether their speech is correct or not. The player would also be required to keep a small group of people interested, and possibly even gain more viewers. If the player is unable to find a word or the sentence no longer makes sense, some viewers may decide to leave. This would be similar to the crowd in Guitar Hero games, where they change their attitude based on how well the player is performing. The audience that the player has accumulated would continue to view any future speeches the player gives, working as a sort of score for how well the player does each time they play. Busier times would have the ability to add more people to the crowd, while the other times would be easier but attract less people.

Image from https://s-media-cache-ak0.pinimg.com/564x/7d/2c/95/7d2c95fd19d534a5a870fafa8206f459.jpg retrieved 31/8/2016

The computer network in your company has been infected with a virus. And it's not just any virus, but one that constantly opens new tabs on Google Chrome until it uses all of your ram! I AM NOT A COMPUTER PERSON is a game for two players, in which one person plays as the IT helpdesk of the office and the other plays as a clueless worker whose computer has been infected. The worker would play on a PC, with a fake desktop and web browser displayed to them. The other player would play on another computer, opposite to the worker. A feed of text would be given to the tech support, allowing them to know what the worker is doing without being able to see what is on their screen or what their computer is currently doing in the background. The worker would be able to view the web browser, desktop, task manager, file explorer, and console of the computer, allowing them to do a variety of tasks. They would be able to verbally relay information to the tech support, however they would be unable to show them any images of their screen. The tech support would have access to a pdf file, in which the solution to removing the various types of viruses would be documented.

Each time the game is played the virus would change slightly - for example, the first time the game is played the virus may have an icon on the desktop of the "computer", which would give a lead as to which virus it is. However, other viruses may not have a desktop icon, making it harder to narrow down where the virus is located and which virus it is. As the virus is constantly opening new windows in Chrome and using more and more RAM, the computer would begin to slow down. This would make it more difficult to move through the operating system, and add a delay to the transmission of the worker's actions to the tech support. Once the computer has ground to a halt, the words "I AM NOT A COMPUTER PERSON" will flash on the screen before the simulated computer shuts down. This would be considered game over, as the players failed to remove the virus in time. If the players successfully manage to remove the virus they would be considered to have "completed" the game, and the next time it was played on the same computers the virus would be much more difficult to find and remove.

GIF from https://media.giphy.com/media/pFwRzOLfuGHok/giphy.gif retrieved 30/8/2016

In this game you must fight your way through a huge brawl in order to get to the front of the line at a takeaway store. The player must punch, kick, and push their way through a crowd of fighting people in order to finally get to the counter, doing whatever it takes in order to place their order. The player would be able to pick up items which they could use in their fight, such as food or drinks that they could throw in the faces of their opponents. The game would be viewed top down, similar to Hotline Miami. The restaurant would be filled with people, all fighting both each other and the player. As the player begins to perform better they would gain more attention, attracting more brawlers. This "difficulty level" would change dynamically, allowing players who are not doing as well to still enjoy the game. The setting of the brawl would be randomized each time the game is played, allowing for infinite replayability.

Image from http://www.newshub.co.nz/nznews/four-arrested-after-massive-kfc-brawl-2016082919?ref=newshubFB retrieved 29/8/2016

In Assembly you play as a factory worker who must put together various electronics for hours a day. The game would be played in VR, and would use motion controls to simulate the player holding onto various parts that need to be put together. This would be done by snapping the parts into place as they roll past on a conveyor belt. Players would be stationary, and would be able to look around themselves in order to retrieve parts. For example, when putting together a phone the outer casing would come past on a conveyor belt and the player would need to find the motherboard, battery and screen to put together. These could come on other conveyor belts on the opposite side of the player, or could be stored in containers placed around the player. The player would be rated each day by how many of the devices they correctly assembled, out of how many went past them that day. If a player misses a device as they are too busy working on another one their score would decrease. The player would be tasked with producing a different device every day, however devices may rotate around giving the player a chance to make a device again.

Image from http://blogs.cfr.org/renewing-america/2012/03/12/morning-brief-rising-chinese-costs-unlikely-to-shift-supply-chains/ retrieved 28/8/2016

It's your birthday, and all of your *insert social media name here* friends are commenting on your timeline. Your job, as the birthday boy or girl, is to like each post while also adding an original comment. The game would be played in a single web tab, in which the birthday wishes will come flooding in. New posts will begin at the top of the screen, and would be pushed down with each new person wishing you a happy birthday. Certain times of the day would have a larger amount of incoming posts, simulating notifications to friends of the birthday and people checking *social media name* at a certain time each day. The player's comments would be required to have at least two different words, while still making sense in the context of the post and the rest of their comment. This would require them to constantly be thinking about how they would react to these posts in real life. Players could also rate each post, jokingly rewarding the posts that they deem the best. At the end of the birthday, the player would be gifted presents relating to how many of the posts they liked and replied to. These presents could include things such as a faster computer in order to comment and like faster, or a second monitor to reply to two people at once.

Image from http://wersm.com/facebook-lets-you-speed-text-a-happy-birthday-wish/ retrieved 27/8/2016

In Outnumbered you play as a regular adult who just can't go past the opportunity to play games. Sadly, this also involves children's games, whether it be a casual game of football or a 1 v 1 in Call of Duty between two seven year olds. The game would consist of cut scenes, in which the player would be walking down the street and find a group of children playing games. The game would then transition into a minigame, in which the player would play against the groups of children. The children would be smaller and weaker than the player, however would also have advantage in numbers. They would team up to create a mob, and try to overpower the player by teaming up and coming from all angles. In some rare cases the children would climb onto each other, forming a giant humanoid similar to Voltron. This humanoid would be much larger than the player, and also much more powerful. The player would need to avoid its giant footsteps in order to not be crushed.

Games like football would play out similar to fifa, while the other games would be a simulated version of them. For example, "Call of Duty" would be a first person shooter played on a tv, with a view of the room around it too.

Image from http://simpsons.wikia.com/wiki/Adults/Kids retrieved 16/8/2016

The aim of the game in Destruction is to cause as much damage as possible in a single store. The player's score would be calculated from the value of each item destroyed, rather than the amount of destruction caused. For example, an easy level could be in a technology shop, having the player destroy expensive laptops, phones, and other technology. A harder level could be based in a food store, which would be harder to destroy items in. Fruit could be thrown at the walls and floor, while other foods would require some creative thinking in finding a way to destroy them. Players would play with a top down view, similar to Hotline Miami. The player would be able to unlock items to help their rampages as they progress, allowing them to create more destruction. As they progress through the game the size of the shops would increase and the cost of their products would decrease.

Image from https://www.ofwealth.com/bull-in-a-china-shop/#.V76uiJh96Uk retrieved 25/8/2016

In this game players would control a swimming cat with a snorkel, who would need to catch as many fish in the snorkel as possible. This would funnel them into the cat's mouth, creating a fully optimized feeding system. The game would be played in a side on view, showing the player's cat along with the nearby fish. Controls would be similar to the water levels in Super Mario games, with the player slowly falling to the bottom of the level when not pressing any buttons. The player would need to maneuver below a fish, and rise up beneath the fish in order to funnel it into the snorkel. The cat is only able to eat fish while above the water, however, as otherwise the cat would drown. The more fish the cat has in its snorkel, the harder it would be for it to breathe. This mean that the player would need to rise to the top, as they need to eat their collected fish and gain more air. Eating fish would fill the cat's hunger meter, however it would also make the cat fatter. This would mean that the player would fall faster, and rise slower. This would continue either until the player's cat drowns, or the player reaches a certain place in the hunger meter.

Image from http://tabbycats.club/zn4yz5 retrieved 24/8/2016.

In this game you must go to the toilet in a public bathroom without alerting anybody else who may be in the same bathroom. The player must rapidly press the space bar in order to "hold it in", as one they stop they would make a large amount of noise. The game would consist of an overhead view of the bathroom, showing all of the people in it. There would also be a meter at the bottom of the screen, displaying how close the player is to letting it all out. The longer the player holds it in, the faster they would need to press the space bar. Other people would come in and out of the bathroom, and sometimes there would be nobody else at all. However, this would be uncommon and only happen after many people were in the bathroom at the same time. Once the player stops holding it in, there would be a small red circle expanding from the player's character. This would be similar to shooting in GTA V, showing the player how far the sounds they are producing are travelling. If the player makes too much noise, the other people would go to the owners of the place the bathroom is, and they would kick the player out.

Image from http://www.improvenet.com/r/costs-and-prices/bathroom-stalls retrieved 23/8/2016

In "Cover Me!" you must cover for a co-worker who is unable to turn up for work that day. The game would require the player to multitask, doing their own job while also doing their co-worker's. These jobs could include answering phone calls in a call center, flipping burgers in a restaurant, or mopping floors. In the case of answering calls, a text based menu would show up for each call. These would have the customer's question, followed by a number of answers the player could choose from. The player would have a limited amount of time to answer, and if their answers are inaccurate then the customer would become frustrated. When in the restaurant the player would need to alternate between left and right clicks in order to flip the burgers. Leaving them for too long would burn the patties, and flipping them too many times would leave them uncooked. Finally, mopping the floor would require the player to split their mopping time between two different areas. The player would have a limited amount of time, and would need to clean up the areas by a certain amount.

Image from http://lakers.boards.net/thread/3613 retrieved 22/8/2016

HYPE is a game in which you must connect clues and solve puzzles in order to find out the release date for a music album. The interface of the game would be a web browser, in which the player would be able to check news sites for new information about the album, along with writing notes about potential answers of clues. The browser would begin with a new tab, in which the player would find a number of favourited websites which would include some of these news sites. The new tab would also include a small section for taking notes, in which the player could place a combination of images and text. The puzzles would be in a similar vein to those of the current Overwatch Alternate Reality Game (ARG) for the new hero Sombra. These would include codes hidden in images, images that have been modified in order to store data and sound files that could be decoded to find websites and other information. Websites would be available to help the player solve these clues, in order to ensure that the game is not overly daunting. Along with solving these clues, the various news websites that the player could visit would give false and contradicting information over time. Once the player has solved the final clue of the release date, they would be rewarded with the "album". This would be a link to a download of the game's soundtrack with extra songs added.

Throughout the game players would hear small snippets of music, wether it be in the background of a video embedded into their browser, or received after visiting a link revealed by solving one of the puzzles. Some of these snippets would be from various songs on the album, however some would not be in the final reward. The final album would not be stored in the game, and would only be retrievable from the link given once the game is complete. This is an attempt to stop dataminers from gain access to the album before anybody has completed the game.

Image from https://i.reddituploads.com/38ed3dd2fbbf403c853e1b32a15f048b?fit=max&h=1536&w=1536&s=e8e0b37d617c0bdcf5102d2987e92362 retrieved 21/8/2016

In Poodle my Noodles you play as a poor chef trying to make meals as cheap as possible. After playing with his pet poodle, the chef realized that the dog's hair was pretty much the same as noodles, but thinner. The player would be required to shave poodles coming past on a conveyor belt, having their hair fall into a magical pot of water. The hair would stay in the water for an entire day, over which it would slowly transform into noodles. Once the player has shaved all of the dogs for the day, they would need to go to the front of the shop to serve customers. How many customers the players serves would depend on the number of dogs shaved the day before, as if the player runs out of "noodles" they would need to turn customers away. Serving customers would require the player to correctly make the order. This would include giving the right ingredients with the noodles, along with any extra things they may order such as drinks.

Image from http://steamcommunity.com/profiles/765611980121421... retrieved 20/8/2016

In Mediocre Theft Auto you play as a terrible car thief who is trying to make a living from selling his stolen goods. The game would be played from a top down view, much like the original Grand Theft Auto games. The aim of the game would be to steal cars and bring them to a specified location on the map. However, unlike in GTA where the cars are easy to steal, the player would need to go through a range of small puzzles to get control of the car. If the car is parked, this would involve picking the lock and jumpstarting the car. These puzzles would be played out similarly to the lock picking in Skyrim and some Fallout games, in which the player moves a pick around a lock. If the player is attempting to steal a car that has a driver in it, they will need for fight the driver. These drivers would be extremely difficult, and would require a large amount of skill to defeat. This is to emphasize the fact that the player is "mediocre" at stealing cars. Once the player has gained control of the vehicle, they would be required to drive it through the heavy traffic of the city to the location. They would also need to avoid the police, along with other angry drivers who they may have crashed into along the way. Once at the location, they would be required to find the next card and take it to another location. This would continue until the player dies, resulting in a game over. The player would then be given a score, representing how many cars they stole successfully.

Image from http://gta.wikia.com/wiki/File:GTA_1_psone.png Retrieved 19/8/2016

Rush Hour Hairdresser is a VR game in which you must give people haircuts in the shortest time possible. As this is a game based on speed, you will be shaving all of their hair off, not worrying about getting a certain style or length. This means that the player will be using a razor, and would be required to shave all of the hair on their customer's head. The Vive controllers would act as razors,with the player dual welding them for maximum speed and efficiency. They would be required to walk around the customer in order to view their head from all angles, and quickly shave their head. They must be careful, however, as shaving anything but hair would harm the customer. For example, if the player shaved the customer's ear then it may fall off, and if they shaved their forehead it would begin bleeding. These would decrease the player's score, which would be displayed as the amount of money they have made from their haircuts. The better the haircut is, the more money the player would earn. Each customer would have an individual timer, showing the time they need their hair cut in. Any time taken over this would subtract $1 per second, decreasing until it reaches a minimum of $2.

Image from http://dexacor.com/studiojsite/service/kids_haircut/ retrieved 18/8/2016

SimCitySim is similar to the types of games that you see in arcades in which the player must create a tower to the top of the screen in order to receive a prize. SimCitySim will be similar in the way in which the player builds buildings - stacking objects in order to reach the desired height. The player would need to stack their towers to a certain height, which is displayed in a small view of the final tower in the top right of the screen. The player would be given random objects each time, much like tetris, and would need to match the preview as close as possible. The objects would slide from left to right and back across the screen, and the player would press a button to place the object at the right time. If it is the wrong type of object, the player would need to press the button when the object is not over their tower. The player would need to pass a certain number of towers in order to successfully finish a level. The height and complexity of the towers would increase as the player progresses through the game. Finally, the objects would be fully affected by gravity. This means that the player would also be required to balance their objects, and counterbalance ones that are at risk of falling off.

Image from https://i.ytimg.com/vi/lhFuxLrXve0/maxresdefault.jpg retrieved 17/8/2016

In Data Transfer your goal is to move data from one computer to another. This would be done by guiding a large group of creatures from one point to another, much like the game "Lemmings". The player would have a top down view of their creatures, and would be required to guide them through a range of obstacles by placing objects. The obstacles would consist of a range of different things, such as lava, traps, large spikes and more. If the player were to fail, some of their creatures would be killed by the obstacle. In order to keep them away, the player is able to place walls, trampolines, and ramps, amongst other things. Their creatures would bounce off of a wall at a 90 degree angle, meaning that the rotation of the placed walls also matters. Players would be rated with a percentage, relating directly to the number of creatures successfully guided to the end of the level. The player would be rewarded with an image, which would have different qualities depending on how well they did during the level. This image would be terrible quality with many issues if they were to do badly in the level, and would be very high quality if they managed to get 100% of their creatures through the level.

Image from http://www.carefreegroup.com/portfolio/data-transfer/ retrieved 16/8/2016

Planned Obsolescence is a game in which the player must keep up with recent technology news and ensure that all of your devices are up to date. The game would look similar to Game Dev Tycoon, and would involve the player having their character research the news and new technology. The player would begin in the 80's, and the player would be required to read newspapers amongst other things in order to keep up with the news. As the game progresses the player would be able to research new types of technology, such as the mobile phone, laptop, and tablet, and would also be required to keep up with the trends in these areas too. The player would be able to stay on the same technology for a while, however after a certain amount of in game time their devices would succumb to planned obsolescence. This amount of time would be dependent on the company that made the device, as some would support their devices for longer. As this begins to occur, the player will not be able to research as fast, and eventually the device would stop working all together. If a device that the player owns fails, they will not be able to buy any more devices of that type again. For example, if the player purchased a VR headset and it failed before they purchased a new one they would not be able to buy any more VR headsets. Players would be able to choose between a variety of devices each generation. For example, there would be 5 gaming consoles that the player would be able to purchase, each with varying lengths of support from the manufacturer.

Image from http://blog.wallstreetsurvivor.com/2015/06/08/planned-obsolescence/ Retrieved 15/8/2016

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