All submissions (45)

Cannon ball! is a cookie clicker type game where the player is met by a never ending wave of enemies. The player's perspective will be first person with a cross hair cursor to assist in aiming. The player must constantly click the mouse button and aim their cannon to destroy the waves of monsters. The player will be able to purchase multiple upgrades including heavy cannon ball which allows the players shots to hit multiple enemies, bouncing shot which makes the cannon ball bounce once per purchase, and grape shot which sends a spray of tiny cannon balls that hits a mass of enemies.

The player can never die, the monsters will never get close enough to actually hurt the player. Once the player progresses far enough, they will also be able to purchase other upgrades such as auto shot, faster reload and extra, smaller cannons. Points will be gained for every monster killed and have no limit.

Image attribution:

Cannon: retrieved (08 September 2015) from http://i.utdstc.com/screen/android/desc/block-amok-3.jpg

Left 4 Dead Horde: Valve Corporation, Left 4 Dead (17 November 2008) retrieved (08 September 2015) from vignette2.wikia.nocookie.net/left4dead/images/9/91/Hordes1280-x-1024.jpg/revision/latest?cb=20090607043822

Monkey Barrels is 2d side scroller in which the player takes control of a monkey who can throw barrels to eliminate their enemies or jump over them to avoid them. The player's parents have been kidnapped by the evil humans to put on show in a travelling circus and the player has to pursue them through multiple levels and defeating mini bosses every few stages. Once these mini bosses have been defeated the player will have to take on the final bad guy and free their parents. The player can only take one and will die when hit. The game has a life system and for every 100 bananas collected, the player will gain a life.

The game will utitlise a power up system in which the player can increase in size and therefore power, gaining the ability to smash their opponents for a set amount of time, the player will return to normal size after the effects wear off. There will also be a life up pickup that adds a life to the players' game. Other power ups will include explosive barrels, invincibility and time slow.

Image Attribution: Image of Donkey Kong Country (Nintendo , Donkey Kong Country ( November 1994)) retrieved (07 September 2015) from http://www.consoleclassix.com/info_img/Donkey_Kong_Country_SNES_ScreenShot3.jpg

Balloon Frenzy is a game optimized for IOS or android. The game is very simple and addictive: the player must pop the correct colored balloons that via a changing prompt in their UI. The problem is that the screen is littered with all kinds of colored balloons and if the player touches the wrong one, they lose points. The player also has a error gauge and when this gets filled, the lose the current session. Balloon Frenzy is also a progression game where the longer the player plays, the more difficult it becomes. For example, the player may have to click two or three kinds of colored balloons rather than one, or balloons with skulls on them count as two errors rather than one. There will also be balloons with hearts on them that will remove an error from the player and will spawn more often as the player's error gauge increases. Balloons will also be effected by wind and float in random directions and varying speeds.

Image Attribution: image retrieved (5 September 2015) from http://youthworkinit.com/wp-content/uploads/2011/12/balloon-war.jpg

Apocalyptica is an open world, post apocalypse game where the survivors of the Nuclear World War fight for survival. The player takes control of a character in one of the three emerging factions in what once was America. The game takes place just as differing factions try to create some order out of the chaos that destroyed their world and are attempting to work together to unify the land and restore harmony.

The player can choose from several professions after generating their character such as Bodyguard, Assassin, Messenger and Scientist. Each profession has its own unique abilities on top of the generic ones and provides boosts to specific stats. Each profession will also determine how the story will begin, how characters react to the player and will grant a set of unique quests only accessible to that profession.

The level up system will consist of increasing one to three stats determined by how many minor and major skills the player improved while in game. The player can rest to level up as soon as they meet the minimum requirements or wait longer to gain a better bonus. There will be no cap on levelling as each skill can be raised to 100 alongside every stat, the higher the players level, the harder it is to level up.

Abilities are also gained every three levels which enable the character to better utilise their skills and weapons. This can range from an increase in proficiency with a skill or weapon to usable abilities like overcharging a laser weapon or gaining access to a bracer that fires molten slag at the players opponent.

The game will rely heavily on the player's ability to create custom weapons and armor from pieces found in the wastelands. Each material found will have a list of stats that it provides when combined with armor or weapons and when combined with other materials, the player can create some truly unique equipment. Blue prints will also be available for the player to create some pre-designed weaponry.

The objective of the game is to unify the three factions into a new government while trying to foil the plans of bandits, murderers and gangs who are trying to prevent such a government from being established. Apocalyptica will provide deepening plot holes, twists and betrayals to keep the game interesting and the player involved.

Image Attribution: image retrieved (3 September 2015) from http://www.freakygaming.com/gallery/game_art/fallout_3/wasteland.jpg

Ricochet is an endless runner in which the player plays as a bullet fired from a pistol. The game consists of rotating platforms around the edge of the screen upon which the player has to bounce off in order to keep moving. These platforms provide a boost to the players speed and guarantee enough momentum to reach the next one.

The player will be faced with increasingly difficult obstacles the longer they play, for example, platforms will rotate more quickly and will reverse their patterns at times, and there will also be floating debris that the player will have to avoid along their journey. The longer the player plays for, the higher their score will be.

To prevent players from simply gliding along in the easier stages, there will be a gravity effect in which if the player doesn't hit any platforms, they will lose momentum and be pulled out of screen and be forced to restart.

There will also be collectibles along the way that function as in game currency to purchase things from the store such shields that allow one collision with an obstacle, or a reset to your momentum if the player thinks they will miss an upcoming platform.

To keep a sense of variance and progression, platform can change color the longer the player is in game for and collectibles will spawn more often but in more dangerous places.

Image Atrribution: Images retreived (2 Septemeber 2015) from http://static1.gamespot.com/uploads/scale_large/mig/7/1/0/4/2117104-169_sniper_elite_v2_vr_pc_xbox_360_050112.jpg and http://www.htxt.co.za/wp-content/uploads/2014/06/The_Real_Bullet_Time-658x370.jpg

Spell Caster is an isometric fantasy game in which the player takes on the role of a wandering mage, learning new spells and using them to solve puzzles and defeat enemies. The background is that the player is on the search for a long lost artifact that could boost their powers immensely and unlock a lot of the mysteries of the world. The player will be able to choose from several characters, each of which focus in a different school of magic e.g. destructive, healing, telekinesis and illusion. Spell Caster can be played solo but is best played as a co-operative game so players can utilize as much of the spells to solve puzzles and fights as easily possible.

There is no mana or magic bar to determine how many spells can be cast, the speed of the players typing and their accuracy when typing are the only factor in whether or not a spell gets cast. Spells are learn one of several ways, by encountering them in spell tomes out in the wilderness, learning them as the player levels or by typing in random words that the player thinks will be a potential spell.

In order to cast a known spell, the player must click on their target and type the name of the spell on the keyboard. Some spells will not require targets and radiate in an area of effect from the character damaging, healing or moving everything within the radius.

There will be a long list of spells to choose from, each with a different effect from the last and it is up to the player how they approach each problem. The character the player chooses determines how effective their chosen school is in all aspects. For example, a player who chooses the destructive mage will have increased damage and impact force on all of the destructive spells.

The schools will each have different uses in different situations: destruction is focused on combat and moving some objects, healing is to heal/buff players and NPC's, telekinesis is focused solely on moving and manipulating objects and has some combat use while illusion is a useful all-rounder, although it doesn't cause damage it allows players to create objects and confuse enemies. There is the potential to improve the amount of schools to allow further flexibility of game play.

Players will also travel through towns and meet NPC's who will attempt to enlist the players in side quests or give information as to the potential whereabouts of the artifact they seek and may provide spells that the characters cannot learn normal means.

Image Attribution: images retrieved (1 September 2015) from http://www.destructoid.com/elephant//ul/27886-ystt-02.jpg and from http://cache.gawkerassets.com/assets/images/9/2011/02/magicka2.jpg

Traders Dilemma is a card base game set in the early 1800's in which players must negotiate and barter amongst each other to achieve their end goal and win the game. The game can be played from anywhere as small as two players and up to as large as eight. The game is better played with larger amounts of people as more people can trade, strike alliances and agreements and backstab other players if a lucrative opportunity comes their way. At the beginning of the End Goal Deck is shuffled and placed out in a fan like shape, each player then chooses one card from random to be their objective. End Goals range from generating a certain amount of wealth to building a specific building or dominating the economy by owning a certain amount of trading posts.

The game begins with players starting out with a single trade post card which generates income every turn which can then be spent to gather resources or purchase laborers to expand your trading post into thriving towns. As the game progresses players may build trading posts in other players' towns for a portion of their profit every turn. Every second trade post built allows the player to draw an extra card each turn to a maximum of three. This can allow players to gain a quick lead but also increase the risk of drawing hazard cards.

Hazard cards are cards inside the normal with buildings etc. that take effect immediately in the owning players' trading posts and will specify if one or more are affected. These effects will always impact your income in some way, either by reducing for a set amount of turns or requiring the player to pay a lump sum for repairs etc., some may even force the player to abandon a trading post if they don't have the funds required to save it. The player may also elect to not fix the problem but effects will increase in potency each turn.

Players may trade between one another for resources or construct buildings to increase resource acquirement or income. Each building has a maximum that each player can build so if a lumber that provides two wood every turn has a maximum of two, a player can only build two of them in each trade post they own.

Once a player decides to build a town their income can increase dramatically but towns also come with an increased risk of hazard cards. Every fourth turn that the player who owns a town must draw from the separate town hazards deck which is more powerful than those encountered in the normal deck.

The more players there are, the more is to be had and also potential frustration. Trader's dilemma is a game for most age groups over 12.

Image attribution: image retrieved (31 August 2015) from http://www.oldwestrealtyandauction.com/wp-content/uploads/2011/04/trading.jpg

War Fiends is a MOBA style, first person shooter. The player can join alongside four other allies and take the fight to enemy players or AI. The game is based in a sci-fi setting with a mix of fantasy weaponry added in. Players will have a list of 20 Heroes to choose from, ranging from gun slinging pistoliers and heavy weapons specialists to hammer wielding and sword slicing close combatants.

The game will consist of several different game modes and offers a new take on the typical MOBA game by adding a first person perspective. Several of the game modes will include the classic team deathmatch, capture the flag and free for all alongside modes like territory control and escort the VIP. Players will also have access to a load out before each game where they will select the basic weapons and equipment they wish to start with and purchase/find in game upgrades for them.

Players will also be able to call a time out three times per match, allowing players to utilizes upgrades and repurchase usable equipment without the need to rush back onto the field, the timeout period will last for a maximum of three minutes. There will be lanes, but players will have to rely on minimap and their own navigation skills to find their way through forest and deserted cities designed to throw off the bearings of the player.

After each win/loss the players will gain a set amount of in game currency to spend on upgrades/levels for their character so they can start their next match with better equipment or skills. To mitigate over powered characters mercilessly beating on the lower characters, there will be a match making system based on the players' skill level wchih will be determined by their overall stats in game. Players will then be paired with like level team mates and opponents.

Image attribution: Image of sci-fi gun battle retrieved (30 August 2015) from http://www.gamepur.com/files/imagepicker/6/alien-fear-screenshot-8.jpg

Tick Tock is an action-RPG style game where the player must complete the game before the time limit runs out and is based in a sci-fi universe. The player takes control of Zeddick, a security guard in escort to a brilliant scientist, Kendari. Zeddick had been escorting Kendari and her crew to an experimentation site when an explosion caused Zeddick to black out. When he awoke he found himself capable of great feats of strength, speed and mutation. He consulted a doctor who gave him only a certain amount of time to live and no hope of finding a cure. From here the player must discover the perpetrator behind the explosion, develop a twist in the story, develop relationships with other character and be set upon an emotional rollercoaster all before the timer ticks out and Zeddick dies, his mutations too much for him to bear.

However, the player will encounter characters willing to experiment on Zeddick to try and prolong his demise so if the player gets caught on a specific task for a bit longer than they intended, all is not lost. Depending on the character conducing the experiment the timer will increase based on their skill. Some will demand payment for their services while others will simply be satisfied with the opportunity to see something never before seen.

There will also be away for the player to increase the time they have through the level up system. The level up system will contain your normal array of stat increases alongside unique skill selections, some of which increase your resistance to mutations. Mutations also grant benefits which can also be selected in the skill tree, however, these have the reverse effect and decrease the amount of time the player has left in the game. To tempt the player further, some of these mutations will be very powerful, which can potentially allow the player to progress through the game more quickly.

Image Attribution: image retrieved ( 29 August 2015) from http://t02.deviantart.net/chA_IOLsPzsHpao0FLW4FNlcx1c=/300x200/filters:fixed_height%28100,100%29:origin%28%29/pre11/07b2/th/pre/i/2014/075/9/7/mutation_by_dark_emissary-d7afhsm.jpg

Basket Maker is exactly how it sounds: the player plays out the role of a basket weaver. It's a fast paced game where the player has to create various types of baskets from different materials. The object is to keep your business running while meeting customer demands. These demands can vary from a creating a specific type of basket or a making a certain amount of one type of basket. As the player progresses they will have to unlock new tiers for basket making in order to meet new customer demands. The player can get these unlocks by saving up the cash they make from baskets sold. These unlocks range from new materials to make specific baskets to expanding the business to pump out more baskets. The player can also hire on new basket weavers to increase the speed in which baskets are produced.

How the player actually plays the game goes like this: a customer will place an order and the player must click on the required materials. Once they materials have been assembled the basket will then be created with a timer dependant on the quality of materials and the amount of effort chosen to be put into the final product. The worse the materials used or effort put in will mean a quicker production time but less monetary gain.

The game doesn't have an end, more and more customers can keep coming and the business can keep expanding. It's up to the player when they wish to retire. Once they do retire they may then start a new game.

Image Attribution: image of baskets retrieved (28 August 2015) from http://vienterprisegroup.com/yahoo_site_admin/assets/images/baskets.140125152_std.jpg

Arena is an RPG where the player plays the role of Crassus, a Roman soldier who deserted then got caught and was thrown into the slave pits for gladiator battles. The player plays through Crassus's trials and discovers his reasons for deserting throughout the game all the while trying to stay alive and win his freedom.

The game will have a strong narrative focus alongside battle mechanics that allow complete freedom of movement around the arena. When conducting the final kill the player may choose to listen to the crowd or the host of the games or choose to deny them their wish. Denying them will certainly draw attention to Crassus but the player must be careful not to do this too often or risk encountering rigged matches as they will anger the nobility. Constantly obeying the crowd and hosts is a more sure way of ensuring fair battles but risks the issue of alienating or angering fellow gladiators.

The player will travel from town to town participating in battles and conversing with fellow gladiators and even their master from time to time. The stronger the bond with their master the more likely the player will receive better equipment, this is also dependant on the player's performance in matches.

The game will steadily explore Crassus's history and his role in the Roman army, what lead to his desertion and the corruption within the Roman ranks. Later the player will make a discovery that fuels his rage and sets him on a quest for vengeance rather than freedom.

Image Atrribution: Image of Roman Gladiators retrieved (27 August 2015) from http://readanddigest.com/wp-content/uploads/2012/10/Gladiators1.jpg

Cat, Dog, Bird? Is a life simulator game in which the player acts out the life of a cat, a dog or a bird. The player can choose which animal they would like to play as at the beginning of the game and will get to customise the look of their animal before they begin playing and will get to decide whether they wish to be the pet of someone or a stray roaming the city.

Once the game begins the player has free reign as to what the wish to do: they may explore the city, be a nuisance, hunt for food or play with other animals and humans.

All of the interactions between the player and the environment serve to influence their mood gauge which consists of hunger, happiness and bladder control. It is completely up to the player how they keep these meters filled or if they even wish to.

Players will have a life expectancy which is a pre-set amount of time played as the animal.

There will be a list of interactions available to the player depending on the animal chosen and will provoke reactions from the animals and humans around them: for example, a cat may decide they wish to relieve themselves indoors instead of out and provoke a disgusted reaction from humans.

There is also a food chain of sorts: dogs will chase cats and cats will chase birds, however, friendships can be formed between species and 'hang out' together if they wish.

There will also be a multiplayer aspect where friends can roam the same instance of the city together and interact with the game world together.

Each animal has their own strengths and weaknesses: the bird can fly but is extremely weak and prone to being a bit of a troll, the cat is extremely nimble and quick but finds it hard to make friends and the dog is very resilient and quick to make friends but very slow in comparison to the cat and bird.

Image Attribution: image of cat, dog and bird retrieved (26 August 2015) from http://thumbs.dreamstime.com/z/dog-cat-looking-bird-group-pets-including-large-english-mastiff-laying-down-next-to-playful-kitten-up-african-grey-34913868.jpg

Colour Me Silly is a fun, multiplayer party game for up to four split screen players. Players have to cover the level in as much of their colour as possible. The game will consist of this main game type as well as several over mini-games in between. Each main game will last for a set amount of time determined by the players from a minimum of three minutes to a maximum of ten. To make the main game type more interesting, the players cover over players trails and may attempt to bump each other when they come close. If a player gets bumped they are thrown back a bit and are stunned for two seconds, allowing other players a chance to overtake them. To prevent constant bumping, a player that has been bumped cannot be bumped again for a period of twenty seconds.

The mini games will consist of things like collect as many treats as you can, shoot targets to get as many points as you can, and smack the piñata where players take turns hitting the piñata and the player who cracks it open, wins, alongside many more. All mini games will be 2 minutes long.

Most main games will consist of three sets and have three to eight mini games in between depending on the settings chosen before starting the game. Mini games will also be easy to learn and set up in a way that explains what needs to be done easily for adults, or if younger people are playing, tutorials can be looked up in the options menu.

Character avatars will be chosen from a set of sixteen and in a variety of forms from animals, plants and humans. Characters are purely cosmetic and have no impact on gameplay to make this a game for all ages.

Image attribution: image of cartoon gun range retrieved (25 August 2015) from http://s24.photobucket.com/user/explodingkinetoscope/media/satanswaitin13.jpg.html

Monster Mash is a Sci-Fi tower defence game where the player plays as one of several heroes trying to defend the Angel Orb. The Angel Orb is the only thing that is keeping the monsters from entering the mortal realm. If the heroes should fail, the monsters will break through, shattering the orb and the Angels power within will be released, forever abandoning the mortals to their doom.

The way in which Monster Mash differs from most other tower defence games is in the player interacts with the game world. Rather than observing from a top down or isometric perspective, the player partakes in an over the shoulder view, taking control of their hero and building defences themselves. Not only does this allow for a different kind of feel to a classic game type, it allows the player to far more immersed as they engage in the action up close.

Monster Mash also gives players access to a variety of levels with different environments and lane pathing to add a little extra flavour to game play and to make the players develop different strategies for defence.

Monster Mash will focus largely on 4 player co-op playability, with players each occupying a land and building/fighting in their respective lanes. Players may move from lane to lane as required as the AI will always try to choose the weakest route to their objective: the Angel Orb.

Players will have a selection of towers and traps to choose from and as they progress in level, will be able to access the higher tiers. Players will also have the choice of upgrading towers and traps to be more effective in several ways: one being more damage, the other by adding one of many status inducing effects such as poison and slow movement.

Players will also have access to an item shop where they can purchase weapons, items and armour to increase their effectiveness in battle. These upgrades range from increase in movement speed and other stats to granting special abilities. Players will each begin with a specific weapon type as well dependant on their hero choice which determines how they fight in battles.

The level up system is simple: dependant on the type of hero (who all have unique stats) players will gain access to a special ability each level and will be able to increase its power if they wish. Players will also have three stat points to spend however they wish each level up.

As per normal Tower Defence type games, the players will have to meet waves of monsters and defeat them to progress. Each wave will be harder than the last with boss waves at every fifth. There will be a total of 20 waves to beat with the final wave being the big baddy boss behind the incursion.

Image Attribution: retrieved (24 August 2015) from http://www.androidpolice.com/wp-content/uploads/2014/04/nexusae0_SevZero3.png

Ballet is an educational game that can be ported into PS4, X-box One, PC or laptop. It teaches budding dancers from the basics of ballet to more advanced manoeuvres without the cost of paying for a weekly trainer. People interested in this will find it highly engrossing as it utilizes motion sensors to capture the image of the player. Players must repeat the moves that are performed by the instructor in a step by step process and may get the instructor to repeat it as many times as they like until they feel confident enough to try it themselves. If the player doesn't get it right they may repeat the process as many times as desired and move on when they feel confident. There is no ultimate objective as the game difficulty and stages remain completely up to the player and there is feedback between the player and game. The motion capture device relays information to the in game system which then gives the player advice on to how best improve their form. This in game system is a collection of information from instructors that allows the game to see what the player is doing wrong and compares it to the correct manoeuvre being attempted. I then plays both the players video capture and the instructors' video capture for in side by side comparison.

Cartographer is a puzzle game where the player's parents have been kidnapped and are being held ransom at a remote and secluded island. The player finds a note telling them that they have only a certain amount of time to deliver the ransom before they kill the players' parents. The note describes where the player can find their next clue. The player must travel to different islands and complete puzzles in order to map out a location. Once a location has been successful mapped they will gain coordinates to their next destination and become one step close to their objective. Puzzles will consist of things like moving blocks into correct places to trigger an open door, stepping on correct tiles to find a safe path, observing the environment to find their way and begin off relatively easy then progressively become more complex. There will also be a restart function where the player can begin the puzzle again without impacting their time. However, once the puzzle is completed, the game cannot be reset and the player is stuck with their time. This process must be completed several times and within the time limit mentioned in the note, once the player completes all of the challenges, they may confront the kidnappers.

Image Attribution: image of isometric puzzle game retrieved (22 August 2015) from http://www.alawar.com/images/games/dreamwoods-2-puzzle-adventure/dreamwoods-2-puzzle-adventure-screenshot0.jpg

Bus Jumper is an endless runner type game where the player must jump from bus to bus and not fall in between. The player must also collect collectables to increase their score and collect power ups to assist their progress. Not only must the player time jumps between oncoming buses they must dodge incoming litter and other objects that people throw out of their car windows up ahead. The player also has to maintain a health level. This health level consists of three hearts and each time the player gets hit, it is reduced by one. Once the health level hits zero, further hits will be more intense and harder to recover from, making jumps far more difficult to achieve, power ups can restore lost health. As the game progresses, buses will be further apart and of varying height, alongside a gradual increase in speed. If the player falls off or is pushed off by either taking too long to jump from a bus or by an incoming object, the player loses.


Image Attribution: Image retrieved (21 August 2105) from http://3.bp.blogspot.com/-gouCOCPhH-E/VSecPcb6aOI/AAAAAAAAAkU/P8tUhMOwxsE/s1600/action-poster-fast-and-furious-7-movie-hd-wallpaper.jpg

Disarm is a sword fighting game that utilizes some a platform such as the Xbox Kinect. It is a game for one or more players where the objective is to disarm your opponent. The game relies on skill and at times a small degree of luck. Specific points on your opponents' sword arm are vulnerable to attacks and if struck with enough force, will disarm your opponent. There is also a stamina bar to prevent players from spamming sword swings in the hopes of getting a lucky hit. If the player swings rapidly for more than a single second, their stamina bar will completely drain and the can only defend, not attack for several seconds. It will be based in a first person view to better give players a more solid view of their opponent and their potential weak spots. It is up to each player to discover these weak spots, how to attack and how to defend completely on their own (it's not hard, it's very instinctive). The player also has a health bar and any undefended attacks will deplete the players' health. Once the players' health bar reaches zero or another player is successfully disarmed, the match is over. Rounds will usually consist of the best of five but can be changed according to player preference.

Image Attribution: image of duellers retrieved (20 August 2015) from http://elizabethan.org/compendium/art/duel.gif

Pit faller is an endless runner game except instead of running, you fall. The player chooses one of three avatars and after a very short intro scene of the player peering into a hole then tripping on a rock and falling in, the game begins. The controls are that of a simple lane changer except that you can move in all eight directions. The player must attempt to avoid all manner of deadly traps while collecting as many gems as possible as they fall. As the player progresses the game will become more steadily difficult with either more traps spawning, speed increasing or with the temptation of more difficult to reach gems appearing. Gems will also have a color assigned value: for example a green gem will be worth one point, red two, purple three, silver four and gold 5. These gems will then be able to be spent in the in-game store afterwards to purchase things like, extra health, force shields to prevent damage and certain weapons that will allow the player to destroy incoming traps.

Image Attribution: image of people falling into a pit retrieved (19 August 2015) from http://vignette4.wikia.nocookie.net/gravityfalls/images/0/05/S1e14_falling_into_the_pit.png/revision/latest?cb=20130315011932

In Consciousness the universe is what we would classify a 'living' being in the sense that it experiences, acts and learns. With each lesson it learns, each new experience it gains, the universe expands just a little more to create new possibilities and experience those in turn. In order to experience these it separates parts of itself and sends them into beings it creates upon planets, asteroids and moons. The player takes control of one of these forms of consciousness at the beginning of the game. The form taken does not have to be human, it can be an animal, an alien or some other form of life chosen in the main menu. The player must then choose a period in which to generate their experience, this could be in the Medieval Ages, the Stone Age or far in the future to list a few examples. The player then must live their representational life (averaging about 24 – 32 hours of gameplay dependant on the choices they make) however they see fit.

The universe has no bias and seeks only to learn, so the player has complete free reign over their actions. Of course there will be in game consequences, for example, a murderer will be hunted by the law and likely incarcerated, and an animal may be hunted by down by the pack.

Once the player dies they will return to the universe and bring with them their experience. The player may then choose another life and eek out another existence again.

The objective of Consciousness is not to achieve any great end goal, but to experience as many different lives as possible and play them out however the player sees fit.


Image Attribution: Maxis, The Sims 3 (June 2, 2009) image of sims retrieved (18 August 2015) from http://topgamewallpapers.com/wp-content/uploads/2014/06/sims-3-wallpapers_20279_1920x1200.jpg

Caesar, Caesar, Caesar! is a game based on crowd pleasing. You play as the almighty ruler of ancient Rome, Julius Caesar. It is the celebration of one of your great victories and the Great Games are being held in your honor and you have been granted the privilege of presiding over the gladiator matches in the Coliseum. Many will come to fight, some against their will, others to fight in your name, and yet more for the potential glory that awaits them if they win.

You must manipulate the battles to meet several factors; please the crowd, please the suppliers (be they slave masters, animal handlers, or food vendors) and fellow politicians. Each of these groups must be pleased in order to beat the game and each is represented by a face and a gauge on screen. The gauge is constantly moving and tells the player how they are doing with that particular group and the face changes in accordance: a lower gauge means they are unhappy while a fuller gauge means they are happy and the facial representation changes in accordance to the gauge level.

The player will be met with onscreen prompts with demands from the crowd and politicians. For example, the crowd could demand more bloodshed while the politicians may request that a particular gladiator be spared or vice versa. If the player meets these requests their standing will improve with the groups respectively but potentially diminish in others. For example, if the player kills off too many gladiators to please the crowd and politicians, their standing with the suppliers will drop. The player can also give the crowd food to eat or throw, this won't lower the supplier gauge very much will potentially please the crowd greatly. Another way to mitigate the supplier gauge loss is to send in animals, but again, doing this too much will have a negative impact upon the suppliers favor.

Once the days games are done the player will be greeted with a performance screen detailing their overall performance. The player will have a further 29 days to please the city. In this screen the player may make deals with each group (minus the crowd as they can only be pleased in game) to assist the players standing with them in the next days games.

It is up to the player to find the correct balance each day and keep it going for the entire month of April. By the time the month ends each groups disposition toward the player must be greater than 70% or its game over. Game over also results if any groups disposition reaches 0.


Image Attribution: Image of Caesar and Coliseum retrieved 17 August 2015 from: http://img2.goodfon.su/original/1680x1050/1/e0/abstrakciya-rim-kolizey-yuliy.jpg

Steam Train Hijack is an intense, action/open world game based in the wild west of America. The player plays a hand for hire and runs a small bodyguard posse to protect trains on their routes. The players character is completely customizable or may select from a pre-set list of characters.

The game is largely open world and the player may depart from their base of operations to set out for potential jobs, recruits and gear to upgrade their group. There are various towns that the player may explore alongside a posse of four other members of their gang. The player may also engage in duels in towns if threatened or if challenged and if the player kills innocents, they will be pursued by the law. The player can also interact with NPC's to gain other, more minor quests. Some NPC's will try to lie or deceive the player into doing something and it is up to the player to decipher their intent. Thesea re randomly generated from a large, pre-made list, offer rewards not as large as train escorts and tend to be easier; the players bread and butter are the train escorts.

The game uses a body language recognition system so the player can attempt to decide whether or not an NPC is lying or telling the truth about something. This is based on facial details such as smirking, tone of voice and posture of the NPC being talked to.

The player's base camp is customizable in the sense that they can place pre-made objects wherever they want, create, expand on or destroy pre-made buildings and add defences like sniper vantages, land mines and gatling guns atop walls. If the player and their posse ends up with too higher notoriety level with enemy gangs, they will likely be attacked at their base camp. So long as the player stays there, they will be attacked more often. The player can stay but will consistently be faced with harder to defeat attacks and if the player does move to another locale, they will have to start from scratch but their notoriety will be reset to zero with the local gang.

There is no skill tree or level up system, game play is all skill based, requiring that the player improve in order to complete harder train escorts. The people the player can recruit will have randomized stats that never change, so the player will need to take a variety of party members to be prepared for any situation.

Train escorts will always consist of varying degrees of difficulty, so if the payer does not feel confident taking on a harder difficulty, they can opt for an easier one. However, harder escorts offer larger rewards.

When aboard the train (dependent on the difficulty) the player and their party will remain on board for a specific amount of time, patrolling the carriages and must keep an eye out for bandits. If spotted, the player must defeat them. One the player can do this is by giving orders to their posse such as attacking the same target, issuing suppressive fire or creating a distraction. The player may also let the AI take control and simply fire into the bandits. If boarded the player must engage in battle aboard the train either in firefights or in close combat. Once the train has been safely escorted the player will receive their reward.

There is no ultimate end game objective either: the objective is to have fun in the wild west shooting and kicking butt!

Image attribution: Rockstar Games (Red Dead Redemption 2010) image retrieved (15 August 2015) from http://cdn.emgn.com/wp-content/uploads/2014/02/red_dead_redemption.jpg

Jump Rope is a simple game. All the player needs to do is hop, skip or jump as the on screen prompt appears over a spinning rope. However, to make the game more interesting the player will have to avoid incoming objects that will come from various directions. The longer the player stays in game for whilst successfully jumping the rope, the more difficult the game becomes, more objects will be thrown at the player and the rope will become longer and slower to rise, but super-fast to fall. Other players may join up in a local multiplayer session where up to four competitors may attempt to jump the same rope. The same principles apply as with the single player version, only it becomes far more intense as player are attempting to dodge the same object. There is also another versus mode. In this mode one to two players can be the Jumpers while one to two player can be the throwers. Players have to work in concert with each other to dodge or hit their opponents.

Key features:

-A new take on an old school game.

-Multiplayer sessions full of laughs.

-Crazy and ridiculous objects to be hurled.

Image Attribution:

Jump rope image: http://www.loving2learn.com/Portals/0/Super_Subjects/Lively%20Language/Jump%20Rope%20Songs/Main%20Jump%20Rope.gif

Classroom objects GIF: http://daigofuji.github.io/ux-meetup-talk-2015/img/throwing-objects.gif

ALARM! is a simple game with a simple premise: you play a God-like being (some may even call him Mr. Sandman) whose job it is to make sure people set their alarms and wake up in the morning ON TIME! Sounds easy and it is at first: you start out just watching over one person to get a feel of what you need to do and how you need to do it. There's no time restriction in this first stage, just a few clicks and hey presto! You know how to play the game.

What gives ALARM! its addictiveness and allure is how you progress. Each stage sees another person added to the mix, another alarm to set and to make sure they wake up on time. This alone is enough to get quite difficult over time, but to make it even more interesting is the fact that some of these people may get up and decide they want to turn off their alarm, some may sleep through it, while others may blatantly ignore it. How you deal with these people is up to you: you can interact with the environment they sleep in. Person ignoring their alarm? Throw a book at them and watch them wake dazed and confused. Someone accidentally sleeping through? Adjust the volume on their alarm until they wake up. Some may only to respond to specific alarms and it is up to you to find the correct one to wake them up.

Your screen will be divided into a maximum of twenty four people on screen at one time and it is up to you to spot the lazy or unresponsive ones by flicking between them regularly. These will be identifiable one of several ways, one being that if a person has turned off their alarm, it will glow a faint orange, a person in a deep sleep will have large Z's above their heads whilst the alarm goes off and a person who turns off their alarm after it goes off will have a grumpy face above their head. Later levels will see time zones introduced as well as people requiring to woken up at varying times. It's hard work being Mr. Sandman.


Image Attribution: Sims alarm clock retrieved (13 August 2015) from http://thumbs2.modthesims2.com/img/1/6/2/0/1/4/MTS_mrzeon-121971-snapshot_00000001_f0235d3b.jpg

You play as the Gelatinous Cube in this puzzle platform adventure. Your objective is to assimilate the object at the end of the final stage in a set of levels. As the Gelatinous Cube you will need to utilize your ability to change shape in order to complete the level. You will start out with a basic set of shapes: cube, sphere and triangle. Throughout each level there will be various obstacles you will need to manoeuvre through from jumping pads, geometrically shaped holes to crushing walls and spinning fans. Once the player has acquired all of the shapes to morph into, it will completely up to the player to decide how best to complete each stage and each stage will have several ways that the player can complete it. Despite their gelatinous nature, the player is not impervious to falls and water, too high a fall will result in a splatter to large to remerge and water will make the player dissolve. Be careful and have fun!

Image attribution:

Image of gelatinous cube retreieved (11 August 2015) from http://img3.wikia.nocookie.net/__cb20130615112052/forgottenrealms/images/e/e2/NwN_Gelatinous_Cube.jpg

Loading more

Completed streaks