It's always been your dream to be one of the most famous drummers to have ever existed. Unfortunately, no one's really ever believed in your ability, so you've taken it upon yourself to let the world know of your skills….
"Busk" is a 2D mobile game which has the user making some drum beats. At first, the player starts out busking on the streets with nothing more than a plastic drum to improvise with. To progress through the levels, the player must make a certain amount of money in each day. As each day passes, the money required to pass each day will increase. To make money, the player must make do with what little equipment they have. At first, they start with a simple plastic bucket which they can tap their fingers on to make different sounds. As the player taps, they will come to realize that tapping in different locations produce different sounds. Using this, the player can make some "sick" beats and make money out of the people passing by. As the levels get harder, the player will gain access to some new drums. For example, later on the player may acquire, say, proper drum sticks! Or even an additional drum piece to tap on. By the end of the game, the player should be familiar with his drum kit and will be able to do free play mode where they can drum all they want.
"Catch me if you can" is a 2D mobile game inspired by the road runner where the objective is to trap the AI in a place where it can't break free. Players will have a merit of tools to help them catch this pesky AI and if they do so the AI starts to learn the habits of the player and gets harder as they go on. "Catch me if you can" relies heavily on the AI being very advanced at decision making. The AI will increase in speed as the player progresses levels. During the play screen, the camera will always be locked on the AI which will be represented as a tiny dot in the middle of the screen. The world itself is infinite, so players should never run out of room to build things. As mentioned before, the AI will be capable of determining many things. As an example, it should be able to identify its best path of escape and realize that if it's chances of escaping in a certain direction is lower than the others, then switch to the higher chance. "Catch me if you can" does not only depend on constructions however, the player will find that building at a fast speed may throw of the AI and in later levels in may be a key skill to have when trapping the AI.
Artwork: http://2.bp.blogspot.com/-SXmkjUWNYHQ/U5l7AMDKF0I/AAAAAAAAAwk/GzwSLlCH30o/s1600/9.png
You are deity who long ago made an oath to protect a bridge from being crossed. The bridge is what connects hell to the earth, so anything coming from either side must not be allowed to cross over.
Across the bridge is a mobile game where the player plays as a lone samurai who stops demons from coming to earth. The game view will be set up as 2D side-scroller where the player will have access to touch screen controls to move around and attack. The player will also have lots of opportunities to upgrade their sword. The character's sword is a special sword that takes in the souls of whoever it cuts down. Using those souls, the player may choose to unlock new attacks, change its appearance or upgrade stats. As the player progresses through levels, mobs will get tougher and the appearances of new mobs will make the game harder.
You are a conscious asteroid, travelling through the early ages of space and happily avoiding all the other rocks that may shatter you to pieces if hit. Unfortunately, while you were aimlessly flying through space you got pulled into the gravitational field of a REALLY BIG ROCK. This rock is massive and is currently looking to pull everything it can get to itself. Luckily, there are lots of other smaller rocks that you can assimilate….
You are hurtling towards a super-massive planet at a terrifying speed. Through any means necessary, the player must assimilate other smaller rocks that are also flying towards the planet. The aim of the game is too get BIGGER than the planet you are hurtling towards so that when you collide with it, you can survive the impact and atmosphere entrance. The player controls the asteroid in a third person view and can decide to speed up or down in order to collect as many rocks possible. The player will lose the game if they either crash into the planet before getting enough size or crash into a bigger rock during the flight. This game is best suited towards mobile platforms and provides a short and sweet game play experience.
Artwork: Yoho media
As a kid, you've always had an innate love for flight but to your disappointment, you find that there are very few things that can fly. You take it upon yourself to take anything, be it an object or an animal and try your best to give it the awesome ability to fly.
"But I don't have wings" is a 2D mobile game where the player tries to get as far as they can with each attempt of flight. As the player gets further distances, they will gain followers which fund the character to get better items and equipment. These unlocks may include more aero-dynamic bases to choose from, jet rockets or even wheels for a better take off. Once the player has customized their ride, they will have to go through 3 phases of gameplay, which are Take Off, Flight and landing.
During Take Off, the player will have to roll down a slope and launch themselves into the air. The player may control the angle in which they launch and the speed using buttons that appear on-screen. After, the player will have to try and stay in the air as long as possible by steering their ride to hit things that may keep their flight going. Of course, if there is nothing to hit, the player will have to try and find that sweet angle that maximizes life and minimizes drag. Once the player thinks they can't go on any longer, they will have to try land their ride on the ground safely without dying.
Artwork: http://www.deluxevectors.com/images/sample/various-flying-objects-vector.jpg
A 2D side-scroller hack and slash game where you play as a zombie that goes around seeking brains for food. Unlike most zombies, you were smart (or lucky) enough to have received an Adamantium helmet put on your head, so you don't go down as easily as the others.
Unfortunately, your limbs will get torn apart and eventually you will be doomed to fail. The objective of the game is to get as far as you can and collect as many brains as you can. Once the player dies they are re-directed to the menu screen where they can spend their new found knowledge (brains collected) on upgrades and equipment that will enable them to get further in the game or collect more brains.
The game will be played on mobile platforms and have simple controls such as jump and attack. The character will automatically move to the right constantly until death.
A puzzling quick-fire type game where the object of the game is to figure out how to play the games. To elaborate, the game itself contains lots of little mini-games and for each one you have a time limit to figure out how to play the game. This game would probably be best on a mobile phone to enable the use of haptic features such as the accelerometer and touch screen. The mini-games would be extremely simplified but get harder as they go on. To add a little bit of a replay value, there will also be a competitive score board that lets you compare your score to either the world or your little group of friends. This game will be targeted towards young teens who hope to improve their reaction time and quicken their problem solving skills. Of course, Initiative will still be suitable for older or even younger people as well.
Art done by: Hayden Jones