All submissions (52)

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Kelvin Transistor is a game about inhibiting the heat death of the galaxy by mechanically controlling the sun. This game acts as a survival game where everyone but you is at risk. As the planets close in on your location over billions of years they come closer to their death by unsurvivable amounts of heat, and you can prevent this by managing the suns functions.

You can sacrifice the suns mass and heat and discard it into nothing through units, knowing that once the sun has shredded this energy, it will never return, the sun will forever shrink. You will manage these measurements based on how close the planets are to you, and the kind of heat those planets need to survive. Retaining too much means that the species will die off, or large parts of their planets will become uninhabitable, but making the galaxy too cold will mean that creatures will die from the opposite.

As you shred energy there is another consequence; as your temperature lowers, extra-terrestrial species with extreme immunities to heat will come to drain the sun to fuel their expansive civilizations in more evolved galaxies. If they drain too much of your energy, your galaxy will suffer, so as you shrink you will have to use the remaining power of the sun to fend off incoming threats.


Features:

  • Facing the heat death of the galaxy, the sun is our only savior. Control the sun like an incomprehensible mechanical construct and use it to retain the existence of all known life.
  • Fight off insane threats to your galaxies existence. Strange creatures will come to siphon your energy as your temperatures reduce enough for them to enter your atmosphere.
  • Adapt to ever changing threats by using the sun to concentrate energy away from the galaxy, and into the stars above to repel your adversaries, whilst taking the care to not harm your own.

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Sabotage is a local multiplayer iPhone game for eight people about battling monsters through turn based combat. Players use their monsters to fight another monster of choice at the table of the eight players, using elemental attacks to maximize their damage against other monsters in an extensive variation of rock paper scissors, whilst also choosing to defend. But there is a twist.

When players attack another player, they have to touch their phones, then reach over to attack their opponent by touching the monster they want to hit. In the process of doing this the player leaves their phone exposed. In this time, if the player doesn't attack their opponent quickly enough another player can reach over and change their stats. Using a stylus, the monsters stats are shown on the phone, and these can be changed by players by rewriting the number of a chosen stat with a stylus. Numbers above the monsters base stat are not counted to prevent players buffing their own monsters.

Features:

  • A turn based game about sabotage.
  • Players that are eliminated have their phones turned off when their monster dies.
  • Catch new monsters by leaving the game idle to find monsters with different base stats. There are no levels as monsters are intended to be balanced for play with one another without grinding.

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RazorWyre is a competitive sci-fi racing game that combines motocross with body boarding. Players race one another across maps that combine dirt tracks and tarmac stretches with bodies of water that players build up massive amounts of momentum to cross as their bike mutates into a body board to survive in the new environment.

Tracks consist of large drag strips designed to allow for players to build massive amounts of momentum in order to cross the water, but there is a twist; tracks feature dynamically changing obstacles so that every laps barriers (amongst other things) will move to different locations on the same drag strips, meaning that players who intend to cross the finish line will have to be constantly vigilant not only of their competitors, but also of the obstacles that move around on the track. Players are eliminated if they take too much damage or sink into the water, making it crucial that players keep as much vigilance and momentum as possible throughout the race.

Features:

  • A unique hybrid of body boarding and motocross.
  • Dynamically changing hazards every lap.
  • A race to the last man standing, where players are given one life to traverse the challenges of each track.


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It's all falling apart is a first person platformer about a world that's falling to pieces. Players race against the clock to traverse obstacles with jumping and parkour to get to an evac ship at the end of each level. After the timer reaches zero, the game won't end, but everything starting from the beginning will start falling rapidly in sequence. Every wall, object, piece of terrain will become a physics object if it wasn't already, and everything will begin to fall apart.

As the player you are extremely athletic, but unlike other games where parkour is traditionally carried out through key prompts at specific objects, you can use your mouse to control your hand when holding right click, and you can use this to grab onto nearby objects, ledges, and walls in order to surpass them. The player can swing themselves and pull their body weight above anything they grab onto, so the game encourages players to take leaps of faith and rely on their ability to grab onto obstacles in order to navigate. Players can also use grabbing to pick up objects such as large poles or crates, allowing players to climb into higher spaces and also allowing players to vault over objects.

Features:

  • A parkour system focused around mouse controls and physics.
  • Race against a unique timer system that increases a levels intensity as opposed to immediately ending it.
  • Allows for level creation and the ability to play co-operative levels focused around players relying on their ability to aid one another.



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In Flesh Garden you play as Eden, your body is the dirt, and from it that which all life depends on is given at your discretion. The world is pollinated, and plants sprout from your skin for the world to feed on. It is your purpose to ensure the prosperity of life on earth. However, the prosperity of some so often means the sacrifice of others.

Flesh Garden is a grand strategy game about preserving life and managing resources. Initially you have a wealth of these things, the ability to sustain large masses of the planet, but as human populations advance their drain on your resources becomes hefty. As they pave over your body and tattoo you with the ink of concrete, as skyscrapers are erected, you lose control of the nature in those areas as the wildlife dies. The mass slaughter of animals not only causes death, but pollution and acid rain. Suddenly you are less resourceful and the humans realize this as they move to claim new territories, and eventually remove your control of the planet entirely, so you are left with a choice; let people continue to flourish by their own unique interpretation, or intervene to keep the balance. There's no right answer, but the choice is yours to make.


Features:

  • Witness the planet on a global scale as you balance your resources across the continents and oceans in an attempt to help all life prosper.
  • Manifest Eden through both supportive and destructive powers, causing eruptions, tsunamis, and devastating earthquakes, if you need them.
  • Decide the purpose of this planet; there are no right answers because you are the answer. Do you exist to feed this planet, or does all life exist to eventually feed you? The prosperity of this world is subject to your interpretation.

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My Nexus is a gamified tool about tackling mental illnesses. A player wins by losing through recreating the symptoms the believe they have at the hand of a mental illness, and they then fight this against various cures.

The game runs through the veil of an action game to play out the act of "fighting an illness" but the game is actually primarily guided through dialogue. Firstly players can pick a base mental illness (for example depression) from a large listing, and then they can delve into symptoms of that illness to find what they are struggling with the most. (As mental illness is often something that cannot be fixed in a simplistic broad stroke, it can be much more effective to break the illness down into pieces and try to manage the various sub-symptoms of the greater problem.)

Once a symptom is selected they can fight it against various cures or forms of management based solutions to their symptom(s), using a dialogue box to tell them game what solutions they have tried when they encounter them, and the game will remember these choices going forwards and visually represent the response through the games action element. When the player encounters a potential solution that hasn't been countered by their symptoms or their circumstances, they are presented further information on the potential solution and real world resources in their area to pursue these solutions further. The game uses internet connectivity to determine the players surrounding town and city (with their permission) to help them locate these solutions in the smallest possible travel distance.


Features:

  • A gamified self help tool designed to help people combat their mental illnesses.
  • Helps players find not just medicine based cures, but other non-medical solutions to help tackle issues such as anxiety, hyperactivity, distraction and paranoia.
  • Provides a large regularly updated database of conditions allowing for the broader application of the game/software.
  • Players win by losing, because hitting rock bottom doesn't have to be the end.

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Scrapheap Massacre is a crafting game about working with a team to build the ultimate weapon within an hour, and use it to destroy the other team. Players will work together digging through a giant scrapheap of components to find the necessary components they need to build some form of functional weapon.

The scrapheap contains a lot of components such as engines, wheels, levers, railroad spikes, iron bars, lights, ammunition, springs, etc. The kind of weapon that players create isn't related to any specific archetype, for example players aren't limited to creating only guns, instead their weapon could be a series of large pointy sticks, a cannon, or an SUV with a spade attached to it, so long as your team is capable of building it within an hour.

Features:

  • Team based building with a last man standing objective.
  • A crafting system that allows for extremely diverse weapon creation through co-operation.
  • Mechanical wiring and scavenging can allow for the creation of petrol and electricity powered devices.

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Dying Star is a game about fighting through hordes of enemies that spawn in waves to hinder you as you attempt to save a significant person from torture and death. The game is sequenced as one giant linear level which the player has to reach the end of, but as the person you are trying to save slowly dies, the world gets darker.

A player (or co-operatively two players) fight through respawning hordes of enemies that strategically try to keep players locked down into choke-points on the map for as long as possible to hold out the torture timer. The torture timer isn't represented with numbers or a meter, but instead from light resonating from a tower in the far distance that you are trying to reach. If that light is getting dimmer, you know your time is getting shorter. The level is laid out in a progressive strip mostly made up of obstacles in the form of progressively harder enemies, but at every new part of the level, a randomly generated set of weapons (from a premade selection) are laid out as a choice for the player to make. As areas and enemies get progressively harder, the player(s) are presented with new choices to counter their new challenges.

Features:

  • One giant level filled with waves of enemies.
  • A first person co-operative race to the end.
  • Difficulty increases as everything grows darker until everything becomes pitch black and it comes to murder you.




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Kings of Blooded Soil is a territory control mmo that is story driven in real time through events that are co-ordinated by developers and players. While some elements of the game are scripted in advance for effect and structure, historical in game events happen over the course of the games ongoing development in real time as a direct result of unpredictable conflicts.

New territories are created and old ones modified and/or destroyed following the games gradually expanding lore. The aim is to create an experience where the story is not entirely preset, rather it is driven through battles with other players in real time, so that players can be the part of a massive universe in which they actually hold influence. This game heavily encourages faction play and role playing. Dedicated players who fit the part will be approached in secret by developers and occasionally receive offers to spearhead revolutionary events and war campaigns in order to drive the worlds story further. Territories will also be monitored by historians who will document significant battles and characters into the history of regions, embedding the past into the future forever.

Features:

  • A role playing game where players influence the story.
  • Experience massive conflicts between players and developers that alter the course of the known world and human culture.
  • Hired actors will sometimes possess significant characters in the games story and engage in warfare to serve their characters ulterior motives. As humans who are not scripted, they can be subjected to player support, resistance, and manipulation.

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Gordon Ramsay's Culinary Quest is a hybrid between a cooking simulator and a survival game. Gordon Ramsay and up to three crew members are exiled by raft from the UK to a remote hostile island filled with all sorts of wildlife and its F---ING RAW. ITS RAW.


Your objective is to turn this foreign and hostile island into a five star culinary paradise. As a team you will survive the island, and set up a camp using only the kitchen supplies you came with, along with the high end kitchenette you have set up on the beach. Move into the jungle and hunt the native wildlife in order to prepare meals not just for survival, but to a five star standard, using the finest local produce straight from your back garden.

Features:

  • Hunt for vanity, not just survival.
  • A unique twist on the survival genre, where presentation matters.
  • Build rafts, spears, and other tools to hunt and harvest everything on the island to make high quality dishes, such as Asparagus with Lemon and Tarragon Hollandaise, and Pan-Fried Scallops with Crunchy Apple Salad.

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Weight of the World is a physics/puzzle/physical game that revolves around you, literally. Players move the world around them with their weight in order to move themselves through the levels and progress.

The game comes paired with a unique pair of weighing scales that detect pressure from both sides of the board, and when both sides are pressed on simultaneously. The more weight a player applies to one side, the more a level will tilt in that direction. The more weight a player applies to both sides, the faster a player will move forwards, with no weight on the board causing the player to come to a complete halt. If a player lightly jumps on the scale, they can depending on their weight make the player smash through the ground.


Features:

  • Based on cubic marble puzzles from a third person perspective.
  • Pushes physical interaction into a fantasy setting in a way that is entirely safe to use within small rooms.
  • Allows players to use their body-weight to their advantage.

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Song of Swords is a microphone based multiplayer hack n' slash game where players slay one another using their weapons and their voices.

Players take to a series of pseudo-historical scenarios where famous battles and duels are described. Players are then assigned roles as important commanders in these battles, and are tasked with individual objectives within a larger army. Players will largely spend their time commanding smaller parts of an army to achieve objectives using their voice to give directives, but will also engage in direct fights with enemy commanders. Attacking is a little more complicated; to represent personal stamina and emotion, the player must scream as loudly as they can while they swing in order to unleash attacks with their maximum potential. The idea behind this is that as players scream repeatedly they will eventually tire out their voice, and representing a persons stamina, this will mean that over time, their swings will weaken.

Features:

  • A hack n' slash game where swings are influenced by the players voice.
  • Directly command armies using your voice.
  • Wear out opponents by making them scream at you.

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It's said that when you butcher a lamb, if it sees the knife coming it panics, and the panic taints the flavor of its flesh, spoiling it. So it is with people, as you discovered. Only it tainted much more than that.


Growing up in an orphanage discreetly purposed for the raising of human cattle. You saw the knife coming, they saw you see the knife coming, and you remember their words; "Be careful, or the meat will spoil!" It was time to run and you did, they weren't prepared for an escapee because nobody ever ran before, nobody saw the knife coming but you. Now you're back and this time you're prepared, and so are they.

Use your knowledge of your home and your past as guidance, presented to the player in a short film that represents your life up until the present. You will use your memories of quotes and sounds to determine where your enemies are in complete darkness as you move through the first home you remember, looking to slaughter those who tried to do the same to you. The game is based around memory and rhythm, you will hear quotes from your caretakers as you remember their words, and hopefully remember how they tried to stop you the first time. When you remember their words they will attack you from the shadows to the rhythm of music. Reacting in complete darkness, you will time parries and other counters with the knife you took all those years ago, as you try to find the best way to return it to them.

Features:

  • A rhythm based horror action game.
  • relies heavily on players recollection of the characters past to beat the present.
  • played with almost no visibility, forcing the player to rely on sound to survive.


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Driving the Story is a game about a number of short narratives that change the genre of the game depending on the initial choice you make. The game starts with the player driving through a city where they will pass a variety of hitchhikers, depending on who the player takes into their car, the relationship with that person will be different from the last, and the nature of the game will change.

As the player passes through a city they will be able to judge who they want to take into their car by slowing down and staring at the various hitchhikers. Not picking anyone up is also an option that contains it's own narrative and ending, but picking up any of the hitchhikers will drastically alter the dynamic of the game. For example in one scenario; the player will find their life threatened as a man steps into the passenger seat and places a scalpel against your neck telling you to drive to his directions and to not make any sudden movements, making any sudden movements will end the game with your death, the narrative will end and the player will be sent back to the road to pick a new hitchhiker, or the same one if they wish to try again.


Features:

  • A game that encompasses almost every well known genre into small digestible segments.
  • A series of compelling narratives with tone shifts that make up pieces of a larger story.

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Shuttle is a series of minigames intended to be played across multiple monitors. Game-modes are decided by whoever holds the "shuttle" which is a circular main menu that can be flung like a ball in between the monitors of multiple players and caught by left clicking the object with a mouse.

The shuttle contains a ton of game-modes, ranging from racing games to sports games to anything a player can make, as the shuttle acts as a container for games that other players create using the free development kit that comes with it. By default the games are largely competitive, one example of the sports games included is ping pong, where players will use their mouse to smack a ball across the monitors competitively against one another. Another competitive game included is Death Race, where one player will navigate themselves from one end of the monitors to the other whilst players attempt to activate one time traps on them as they progress, killing the player if they time their activation just right.


Features:

  • A container for community created games.
  • Designed to be played across multiple monitors to create a unique local multiplayer experience.



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Open Mic Night is a social game heavily based around microphones as the name suggests. It is intended for up to 32 players, most of whom will sit in a room as players take turns taking to the mic in timed openings to tell jokes and stories to the audience of other players.

The game starts after a minute set up period where players can take their seats and speakers can prepare themselves. After this time the speaker will be given a time window determined prior to tell players something comedic, insightful, or some combination of both. Players act like judges, they can input approval for stories and jokes as they are told which allow speakers to accumulate approval points. A player that accumulates no points within a thirty second time period can be heckled by the crowd as their mics are enabled and if enough players start booing simultaneously, the speaker will be pulled off the stage and the next player will take their turn.

If a speaker accumulates approval points, they can spend these like currency in the lobby shop. This will allow players to buy cosmetics for themselves amongst other goods, acting as an extra incentive for players to perform well. The game also features more regimented game mode customization, where the subject of the mic night can be determined, and time windows can be adjusted. Players could choose to report on interesting news stories, act as narrators for live YouTube videos playing in the background, or participate in a rap battle with another player. The mic is open to all manners of taste.


Features:

  • An experience completely determined by players.
  • A variety of subjects for players to discuss and utilize to tailor the mic night to any audience. Musical performances, live debates, anything.
  • Unlock cosmetics and other items through your performances, show off your proven talents with purchased goods.


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Face Off is a boss fighting FPS based around four ordinary players fighting one player who can modify the environment with VR and motion controls.

Players start the game by creating load-outs made of traditional primary and secondary weapons to suit their tastes while the player selected to be the boss will use their hands to shape the environment and place obstacles such as traps over the course of two minutes while everyone else sets up. Bosses will have varying abilities which will be subject to change every round as new players are cycled through the roll of the boss, but the underlying premise is simple. Every boss will have the ability to shape the environment into a weapon but using their shaping abilities to crush, block, and propel players way. The boss can extrude and delete parts of the world to make the lives of the other players difficult as they try to take down the boss.


Features:

  • Combines 3d modelling with FPS mechanics.
  • Suitable for both VR and standard controller users.
  • Environments that shift to the players will, making no two matches the same.

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Plug n' Play is a fighting game about building a robotic brawler that is operated manually through programmed functions but also by operators physically pulling and plugging in cables to change the robots functions from the back.

Inspired by Rock em' Sock em' Robots, the objective of this game is to knock your opponents robot over, or to knock their robots head off. Robots are first built by players, players work with a template that must involve some kind of movement mechanism (such as caterpillar tracks or legs) combined with a power source, a body, and a head. Players then modify this template, adding weight to the places they want it, adding armor, arms, and weapons all within a set budget until they have a robot that they are happy with, then players fight them.

The robots back contains an assortment of cables that the players will have to continuously reach for, because the robot will automatically repeat any functions that are cabled to the robots power source, meaning to stop the robot from punching, players will have to disconnect its arms temporarily. The more functions that are running simultaneously, the slower they will all collectively become. For example, if the robot is running its walking, turning, and punching functions at the same time, a robot that is only punching will punch three times harder. Players will have to tactically disconnect and reconnect functions on the fly to make their robots effectively fight their opponents.


Features:

  • A fighting game based around changing the robots wiring on the fly.
  • Full customization over the features of a humanoid robot.
  • Tactical decision making based around power allocation.


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Collapse is a puzzle/infinite climber game about collapsing the infrastructure of towers in ways that will allow you to climb them. The game gives players the ability to remotely burn through parts of a building in order to make it fall in specific ways, with challenges increasing in difficulty, giving the players fewer chances to cut the buildings infrastructure and requiring the building to be traversable in less moves as the player ascends higher and higher through an infinite line of towers.

As the player progresses, people will attempt to pull the player off the building to stop their ascension into space, causing the player to work against the clock whilst relying on their understanding of physics and limitation to guide their continued ascent. Failure will be caused if the player either falls off of the building, or if the building collapses on them.


Features:

  • A combination between jenga, an infinite runner, and a puzzle physics game.
  • Multiple modifiers that allow players who prefer slower and faster paced experiences to disable features they dislike, either making the game faster or more thoughtful depending on their preference.
  • Ragdolling. Failure is rewarded with the player being crushed by a variety of physics objects, then descending to the ground rapidly to leave a crater of impact around their body.


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The Machine Whirred to Life is a puzzle game about moving objects while you cannot see them. The player can either make objects mobile, or cause them to continue being mobile by shutting their eyes.

The player finds themselves trapped in a cage within a massive mechanical construct that seems to have been lost to time due to the amount of rust and general decay. Due to an incredible fatigue the player shuts their eyes briefly to hear everything moving in unison around them along with the cage that once trapped them. This game focuses on platforming and shutting your eyes, forcing the player to rely on sound and predicted timing to determine when to jump and when to look at the world around them. Different objects will make distinct sounds as they move in specific ways, and the player can learn what this information means, using it to make a clear path ahead of them and solve their way through rooms of seemingly impassable debris and hazards.


Features:

  • A puzzle game that depends on a players ability to observe details without using their eyes at all times.
  • A strong emphasis on sounds and discovery.


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Incognito is a horror game that pretends to be anything but a horror game. The intention of the game is to completely catch players off guard by only advertising half of what the game is with no official advertising material alluding to the games true nature.

In incognito, players participate in an upbeat battle racing game where they can pick up items on a track to throw at opposing players in a variety of environments that unlock as the player progresses through the game. Eventually, in a time ranging from minutes to hours the player will hear feint breathing that will gradually increase over time. Eventually everything on the track will freeze and the environment will warp until the breathing is all you can hear. After a loud pained screech the player will be thrown from their kart and forced to run to safety from the figure pursuing them. If they do not reach safety they will see their face ripped off as the games process is forced to shut down and the games data wiped afterwards. The players objective is to beat the entire game by completing all the races, unlocking all the content without getting mutilated. The games objective is to catch unsuspecting players completely off guard in a way that is shocking and deliberately inspires controversy to promote word of the game primarily through online interactions.


Features:

  • An elaborate facade that twists genres and people.
  • An elaborate marketing campaign based on catching consumers off guard.
  • A racing game that involves both driving and running.

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The God Curse is an open ended narrative game about questioning your morality through the use of a supernatural gift that allows you to heal people with one hand and pass on their burdens with another. The objective of the game is to make the player determine how they would use a superpower limited by their human capabilities, and within those limitations, determine who ethically deserves to live and die. With enough focus, the player can even resurrect the dead by passing on death itself to another, but this is not an easy feat.

With one hand, the player can create a beam of energy that alleviates people of their wounds and diseases, but the process means that you are not nullifying the conditions, rather you are transferring them onto someone else. In other words, for every person you heal, you have to condemn another person to the negative afflictions, which by choice could be yourself or someone else. Whenever you heal people you significantly drain your capacity to do so again for a time, meaning that unless you want to die, your healing abilities have to be conserved.

People know about your gift, well enough for people to approach you with offers to use you like a service, well enough for people to plead with you to help their loved ones, well enough for people to tell you who they think deserves to live and die. Certainly well enough for them to condemn your every choice at one turn or another.


Features:

  • Encounter instances of catastrophic accidents and intentional attempts to harm other people, play god and decide who deserves to live and die.
  • Communicate with people as they offer you money to help their family, plead with and blame you for your actions, remembering that the choices you can make are limited.
  • An ethical conundrum where the player has to evaluate what is inherently right or wrong in scenarios that only they are capable of helping at the expense of someone else.
  • You are important, nobody else will ever be like you. If you die, nobody will live on with your ability to help people in the future. Sacrificing yourself isn't an easy decision to make. .



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Feline Fury is a co-operative horror game designed to be played with your cat. The human player can play with any peripheral of their choice, allowing them to run around the room and avoid enemies, whilst the cat hits the enemies on an iPad to eliminate them.

The human player plays the game in first person, avoiding large insect like creatures in a horror environment. The cat however, will see things from above in a more upbeat simplistic environment with a focus on vibrant enemies and distinct sounds, this is to motivate the cat to hit enemies as they come on screen. When the cat hits an enemy, it gets crushed gruesomely in the first person view, removing the threat from attacking the human player. If the insects catch the human player, both the cat and the human player lose the game. The objective is to survive as long as possible.


Features:

  • Asymmetrical multiplayer where your domesticated animal of choice is your only friend.
  • Rely on the skill of your pet to survive.
  • Cross platform play between the PC and select tablet devices.

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Default Dan's not Superman is a narrative/adventure game about being the only ordinary person in a city filled with superheroes. While they wage the battle of good and evil, you take on the unconventional role of a man trying to be completely ordinary in the face of epic battles, back stories and supernatural events.

While the game follows a linear set of narrative events to tell a comedic story, the gameplay itself does offer a degree of unique challenges unseen in other games that are primarily driven through pure narrative. You as Default Dan have to actively avoid your "calling" and anything that might turn into your superhero back story. In addition to this you will have to avoid being captured as a hostage, and a plethora of other life threatening scenarios that will directly involve you into the battle between good and evil. You have work at 6am, you have to finish your spreadsheets, the only calling you should have to worry about is your boss calling you into the office to fire your ass if you become Default Dan the Fire Man. Do not heed the call, and if you're ever in doubt remember your fathers wise words; "Eastenders is on the tele at seven."


Features:

  • In the face of all odds, try to be completely normal.
  • Shut the curtains and try and file your tax returns as mutants fight for control of your city outside of your apartment.
  • Play mini-games based around the ordinary everyday tasks of an ordinary man and try to avoid any exciting distractions.
  • Do not touch the glowing rock. DO NOT touch the glowing rock.

https://em.wattpad.com/32cb0bae1410fd36255540f8ccee21016bff74e1/687474703a2f2f696d6731332e64657669616e746172742e6e65742f363565382f692f323031322f3139332f382f652f7468655f68756d616e5f7370696465725f62795f73657272616e6f6172742d643537303266792e6a7067?s=fit&h=360&w=360&q=80

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In GeneWeaver, you control a spider with the ability to recalibrate and modify its body by recreating itself through a web of its own flesh. The objective of GeneWeaver is to constantly adapt yourself in order to fend of predators and grow as a species.

You start out small in a world where many creatures are far larger than you, which will lead to you initially developing your small body towards defensiveness, or your ability to hide and run. As you progress you will eventually find creatures smaller than you and you will attempt to consume them to grow incrementally larger. The player will be able to draw out the form of limbs and the spiders body using either their mouse or a drawing tablet within the restrictions of their current body mass, and functions can then be assigned to these changes influenced by the genetic characteristics of the creatures you eat. Your ultimate goal is to use your rapid adaptation to reach the top of your food chain.


Features:

  • Interactively draw out your evolutionary features as you grow.
  • Rapidly alter yourself in an attempt to deal with immediate threats.
  • Discover new capabilities as you consume other creatures, such as poisonous spikes, hardened carapaces, and much more.
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