Submissions by ben.lle6370 tagged resource

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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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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.