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Hi everyone, please don't upload PDFs! You can just copy paste your work as a description.
Thanks!
- Mike
In this isometric simulator, you play as the manager of a zombie airline company. The game takes place in an airport where people queue up to check in to your plane. Your job is to NOT scare people away and get your plane filled. This can be done by buying upgrades based on the amount of money collected, which you get from people flying with you. Upgrades can include giving your zombie flight attendant a stronger neck so that it doesn't fall off during check-in - giving away the "undead" nature of your company.
Once your plane is filled, you can see the plane-view and how all the passengers get "nommed" by the zombies (mid-flight) and a variety of awesome death scenes (which you can unlock too). Once the plane lands, money rolls in and it all starts over again.
Upgrades can include multiple planes, upgrades to the infection rate to get more zombie flight attendants, less conspicuousness at the check-in, more advertisement (more people) or even better PR (gets rid of all those negative reviews of people claiming zombies are on board).
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You are Lucifer, the devil. Your goal is to get recognised for other people's work. To achieve this, you must convince mortals on earth that mundane, everyday things are actually the root of all evil. These "things" can be anything from inventions, games, movies, and books to political concepts.
The game takes place over several levels, taking you through pre-historic times all the way to the near future. Mortals become more intelligent as time goes on, making it harder for you to make things seem "evil". You may start on a pre-historic level in which the mundane things to turn "evil" consist of the discovery of fire or the creation of the wheel. As a player, you can interact with these things in the world in different ways, spreading your evil. Interactions with the examples may include, but aren't necessarily limited to; wildfires, wood splinters or unfortunate events. You officially make something "the devil's work" once people shout "THAT IS THE DEVIL's [x]".
Lucifer's power is unfortunately not endless. You must manage your "underwordly" power by using it wisely. All interactions cost a percentage of this power. Since some things are perceived more evil than others, based on how the mortals experience your wrath, (e.g. if the wildfire burns down the mortals' village, it is probably worse than causing heavy rains in reaction to the mortals inventing the wheel) the player is awarded a ranking on how evil they were in that level. The more intelligent mortals become, the more power must be channeled to make things evil.
All things turned evil will persist through time (levels), since mortals are actually not as smart as previously stated. Making the right decisions at the start of the game, will prove extremely useful as you progress through time. For example, having the mortals call out the wheel to be "the devil's wheel" will make the invention of cars evil as well. This will allow you to invest your power into more things to turn evil.
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This one is short and simple, you play as a ball in a pinball machine. Your goal is to leave the machine, but some human is smacking some sticks that keep hitting you up. You need to traverse the machine to the hole, using all the pins and stops and bonuses available in the machine. (You are a ball with arms, because you need to swing around like a monkey while making gravity defying moves to leave the evil pinball machine)
Game Features
USPs
Image sourced from (Full Tilt! Pinball, Maxis)
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Best streak: 1, Completion: 1%
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Best streak: 3, Completion: 5%