A semi-turnbased RPG in the vein of some of Final Fantasy's more recent ATB systems such as in XIII. The player is a customised character, but within the idea of a solitary, very resourceful warrior who tries to overcome impossible odds by using everything down to the tiniest resource to win.The setting is some sort of wasteland, most like Shadow of the Colossus's deserted plains after a series of natural and unnatural disasters shattered the earth and splintered the terrain into pieces. Twisted creatures from these fallouts roam the land, and with survivors few and far between, the warrior has taken it upon themself to be the single hand to make the area safe again.
Similar to Colossus, the main focus is boss battles, but there are still smaller enemies to supplement as it's not primarily about battling bosses but rather collecting and converting resources in preparation for those battles, then the boss battles, where the player can use everything they've prepared to attempt to succeed against far more powerful opponents.
As an example, the player has defeated the previous boss, and sees that the next fragment of earth is charred and the sky is dark. They decide the next zone is fire-based, look through the books they've collected along the way - books of alchemy, first aid, leatherworking, and so on - and see the alchemy book has a recipe for a potion of resist fire, and the leatherworking book has an antifire cape recipe in it. They backtrack to the last wasteland merchant to buy some empty phials and some thread, then hunt down imps for their leather and ashes, as well as some fireslimes for their fiery ooze. They combine the ooze with the ashes and water to make a potion of resist fire, and use the potion in combination with some imp leather and the thread to make an antifire cape, then make some more resist fire potions. They combine linen cloth with ground-up blasting powder from mining and use more thread for a wick to make some stun grenades, as they've been doing so far, then set off after selling their boots and buying some better ones from the merchant with the rest of their gold.
Defeating the boss of an area will clear it of many of the monsters and the rest will be easily avoidable when passing through, making it much safer, but the monsters are still good for experience and ingredients until you defeat the boss.
The twist to the game, and the reason for its name, is that remnants of the deceased linger where they died, as restless as the destroyed earth they walk on. They continually re-enact the scenes leading up to their deaths, like a spectral projection from the past into the present. These are sometimes contextual clues to warn the player when they get near hazardous terrain, to fill in the story or atmosphere such as seeing a group falling after a natural bridge collapsed when the player comes up to its remains, and so on. But the most important reason for their being there is during the boss battles. The remnants will phase in and out of the player's fight as though battling alongside the player, but without being aware of the player's presence - they're fighting the boss in the past, and as they die to it you can see where they went wrong and learn from their mistakes during your own battle. The fire boss might curl up, ready to counterattack the player with a massive attack if they swing at it, but if the player waits just a second they can see someone in the past trying exactly that and being incinerated, so the player might instead choose to throw their stun grenade to draw it out, then attack, and so on.
The game is mainly a spectacle strategy, and the reward for playing is the scenery and vistas, as well as seeing all the different bosses and figuring out how to defeat each one, and finding as many uses as possible for everything around the player. It would be a game for people who enjoy min/maxing, roaming vast landscapes, analysing everything and theorising about what might be possible, and thinking outside the box when it comes to fighting powerful bosses.
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Image: http://www.newgrounds.com/art/view/keepwalking/frozen-desert
A game where you're in an arcade floor, with flashing lights in the darkened room and people walking around and sitting at the rows of machines. You're not one of these people - you play as a coin in someone's pocket. When they reach into the pocket to get a quarter out for the arcade machines, you fall out, knocked by their fingers, and tumble to the ground. As you hit the floor, you bounce and start rolling to who knows where. But you're not too concerned about that, now that you're free. What you need to focus on now is rolling around between legs and chairs, avoiding the occasional foot's attempt to stop you in your path and using sweeping legs of walking or fidgeting people as speed boosts to kick your momentum further in the ways you want to go. You will slowly roll to a stop and start to wobble, so you need to use banks, centrifugal force, and moving objects to your advantage to keep your speed up while avoiding any attempts to grab you by gamers or deadstopping into a corner or wall. The aim is to roll around the arcade, finding ways up onto ledges to raise your altitude, and fall into a certain arcade machine highlighted in the arcade, different every time, so that you can be with your coin brethren and away from the prying fingers of humans. A simple arcade-style third person game in the style of titles such as Crazy Taxi and Re/Volt.
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Photo by Rob Sheridan http://www.rob-sheridan.com/tourist/tokyo/
Your time has come.
Death loomed over the bed of the dark child, bony hands around the scythe. But the child wasn't sleeping, instead sitting upright with held knees, staring back at Death without expression. If Death had had lips, they would be frowning right now. They were usually asleep. Why wasn't this one?
Death looked around the room of the child. There were photographs on the walls, leading towards the bed. Someone was missing in some of them. Clothes were scattered carelessly on the floor, and the ceiling was peeling in places. The window was translucent with dust, and looked like it hadn't been opened in a long time. Death looked back at the child again.
Still staring.
Still. Staring. How old was this kid?
...
You know what, screw this. I haven't had a day off in ten thousand years.
Death extended one bony arm to the child, scythe held horizontally between them, and let go. The child's gaze didn't flicker as the ancient scythe dropped into their lap.
Here, kid. Take it. Now you're Death for a day.
I'm off.
And with that, Death departed the child's door.
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Open world adventure game where you are a young child who has been given the powers of Death for one day. As Death, you have a task list of people whose time has come. You can choose to follow this list, and claim the doomed in the dead of the night, so that nobody sees you as outlined in Death's contract. Or choose not to. Whatever. It's not like Death is around today. You can play this as a stealth game, sneaking into retirement homes, hospitals etc to fulfil Death's contract and complete the list to get the best score at the end of the day, as a GTA-like action game where you rampage the streets without a care, or whatever else you might think of involving being Death. You have a number of abilities including melting into a shadow and moving through other shadows rapidly, entering the land of the dead to go invisible while losing sight of the living, using your scythe to reap people, and a variety of other interesting and unique mechanics that influence gameplay but let's face it, everyone's just going to default to spamming scythe anyway because that's why you play a game about being Death. Go nuts.
There's also a Halloween mode where people think you're costuming and you can blend into crowds. Just be careful not to accidentally touch anyone, or they'll drop dead. You're Death now, remember?
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In a world of technology where progress trumps morals, you worked with a small team of scientists focus-testing the latest in mind-controlling and interrogation software: a virtual reality prison for the mind, where the architecture of the subject's brain is negotiable to the operator's every whim. You studied the mental effects of having a prisoner repeatedly attempt to escape this reality, working diligently. Until, that is, the team ran out of willing test subjects once the very last had lost themselves to the Mindchamber. You must understand, it was nothing personal. Progress is progress, and you were the youngest member of the team, after all.
So they turned to you, and you of course very willingly submitted yourself to being the next test subject. That's how it will be told, anyway. What do details matter?
You are <insert name>, a former scientist-turned test subject. After being forcibly imprisoned in the Mindchamber, your memory was wiped and you find yourself not knowing where you are. All you know is that it's not where you want to be, and you must find a way out.
You start in a bare room, and beyond its doorway lies a maze of tricks, hazards, and treachery. You may move left and right as well as jump, crawl, and climb, but do not expect to get out easily when your own brain works to thwart you. Each time you fail, you are placed back in the bare room with only your memories of the traps outside to guide you. But the chamber will remember you, too. As you get closer to the exit, you may find your brittle reality re-knitting itself under some sinister will...
Oh, and, a word of warning, <insert name>. There are still some, shall we say, side effects to repeatedly resetting a subject's mind. As your long-term memory becomes damaged, you will be unable to recall small shreds of the level, and these scraps will forever be gone from your mind's eye. But the testing must go on, even until your mind is completely erased. Should that happen…
Character and boxes: Paradise Lost: First Contact by Asthree Works http://asthreeworks.com/?attachment_id=570
Background: "The IT Crowd Based Sprite Game" corridors.psd by Patrick Forringer http://patrick.forringer.com/2012/09/the-it-crowd-...
Static: "TV Noise, Static, Snow" by n4pgamer on DeviantART http://n4pgamer.deviantart.com/art/TV-Noise-Static...
A point-and-click adventure/strategy game where you play as a necromancer in a gothic hamlet. Your objective is to overrun the town with an undead invasion, but you are only a novice necromancer and your first raised dead are too weak to pose a threat. You must first root yourself among the town and its people before weakening it from the inside while you build your skills, using actions shown in the sample flowchart.
The constabulary stand ever vigilant against undead attacks, and the more the townsfolk suspect strange happenings, the more restless they will become. You must bide your time and do everything you can to remain undetected while you practice your dark art - but your necromancy requires a supply of fresh corpses from their graveyard, or even from among the living should no suitable vessels be available.
Ply your craft, avoid suspicion or throw the watchful townspeople off your trail, and do everything you can to bring your plan to fruition before some do-gooder stops you. Soon, this town will be yours...
Background: fullyramblomatic.com - The Trials of Odysseus Kent by Benjamin "Yahtzee" Croshaw