An atmospheric 3D walking game where you have to get from point A to point B, with contextual clues such as arrows drawn on walls, lighting cues, and trails of things on the ground that lead where you need to go. You walk along the route's twists and turns featuring alternate pathways, finding your way to the goal inside a generous time limit.
The twist is that your camera isn't from your point of view. You can't see from third person in the sense that the camera follows behind you, you can't see from the first person. You can only see yourself from the point of view of people who are currently looking at you, with the screen shuffling itself as different people - up to a few at once - look at you from different angles on the streets. Once someone stops looking at you, that part of your vision disappears, so you have to keep positioning yourself in such a way that at least one person is always looking at you. If nobody is, you start to rapidly dissolve into a vapour, and can only slowly come back together while being looked at.
Your controls stay true to your character, meaning if someone is looking at you from a mirror angle, forwards will be backwards and backwards will be forwards. People won't really react to you while looking at you, instead looking straight through you as though you're not there, so you can't act strangely to attract attention - you have to constantly be putting yourself in people's line of sight while reading the world around you to figure out where to go.
If you manage to make it to the goal without dispersing, you unlock the next level. If not, the game lets you retry, and gradually adds a person or two more to make it slightly easier, or gives alternate, shorter routes.
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A game which is, for lack of a better genre, an "interactive story game" where you follow the travels of a group of children in a setting similar to the modern technological age, where the world has gotten to a point where there are so many people and so many stimuli bombarding the senses in everyday life that apathy is the reigning order of the day. You are a group of orphans who have been abandoned, parents passed away, or other hardships that led to you banding together for safety and comfort. You move through streets, subways, and cities looking for a place to stay while the masses pretend you don't exist. The game plays somewhat like a slower Dragon's Lair, made up of sequences of choices rather than direct control, and with a focus on watching and directing the story rather than playing a traditional game. The story is mainly shown rather than told, with little to no spoken or written language used, just animation and clever imagery.
The choices are made by selecting contextually highlighted areas or objects on the screen, similar to a point-and-click game. They range from deciding which directions to go in, to how to respond to hazards. One example is they're on a train, and a creep sitting on one of the sides sizes up the kids and mutters in their phone to their partner to kidnap them at the next stop, and you have a number of ways to respond to this but you won't be entirely certain what the threat is most of the time or what danger you might find by reacting in different ways e.g. getting off at the next stop, walking down to the next carriage, talking to the creep, or anything else; just a vague idea. As a result, over time as you try to escape things like traffic, predators, temptation, or anything else that could be a threat to a little one, your group will be slowly whittled down as the children meet unfortunate ends or are lost in the crowds and bustle of the modern world. The game ends when only one is left and simply fades to black.
Based off a dream I had.
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Image: http://familylocator.info/top-3-mobile-phone-apps-...
A game about a child/young teen and a giant robot in a ruined mech mesa world. Played from a third person point of view similar to The Last Guardian where you switch control between the child and the robot S.A.M, with the other character being AI-controlled while you play as one. The child will be more cautious and wait for the robot to do things or give hints on where to go while AI-controlled, and the robot will try to move into positions where it can watch over the child or stay put while AI-controlled.
You start in an abandoned skyscraper with S.A.M waiting next to it, and from there must jump/climb and use S.A.M to clear the way to the window so you can climb onto it. From there you can steer S.A.M around and interact with features and landmarks - clearing the way, demolishing, or other similar functions - but each of these actions use up energy, and the only way to recharge S.A.M is to gently drop the child onto the street or into a building so they can run around on foot and look for power sources. Being a tech head, the child is capable of using their tools to sap power from anywhere electricity might be found - powerlines, plugs, so on - and store it in the portable battery in their backpack. Through radio comms you can order S.A.M around the building to defend it from threats - namely, other giant robots like S.A.M. These are the reason for all the ruin, although you managed to reprogram one of the biggest fallen ones you'd found and turn it into S.A.M, capable of fighting off most of the other robots.
Just as you need S.A.M to defend the child while they wander around the streets and buildings, you need the child to be collecting energy to recharge S.A.M so that it doesn't get too weak and collapse, which would require a full battery to bring back online again. The end goal is to find a way out of the city with S.A.M and to a safe zone that was advertised on the radio on Day 1 of the fallout using S.A.M's inbuilt satellite map, while collecting energy, managing two characters in tandem, and fighting giant robots along the way.
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Image: S.A.M by Richard Marazano and Shang Xiao
"I'm left alone with all the monsters in my head
They say to me, "you won't choose life, over death..."
-Peratus, "Wrought"
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::Warning: sensitive content follows. Please read at your discretion.::
Psychological "survival" atmosphere game where you're walking down a dark, endless road in a surreal and shifting dream-like world, alone. In this world, colour is greyscale, loneliness is safety, and hurt is comfort. Depending on your level of injury, you will be incapacitated and movement hindered, from limping to stumbling to crawling to dead. Unlike normal life, it works in reverse here. The more wounded you are, the more "comfortable" you become, and the more relaxed and free your movements; the more unwounded you are, the harder movement is as you are wracked with psychic pains, with unmarred being agony to the point of being unable to move. The other side of this world is that your injuries regenerate quickly; even deep wounds fade in a matter of minutes, leaving clean skin behind. The only way to progress is to continually find ways to wound yourself, being careful not to go too far and end up deceased by your own hand.
Along the sides of the road are bodies - the remains of wanderers who came before you and were eventually taken by this world. There are also objects and landmarks, all in a constant state of slow decay. They are typically hazardous in nature, and can be used to inflict damage on yourself and give you the energy to keep going. A metal gatepost sticking out of the ground. Razorwire. Paper bags and other litter, as well as discarded possessions - stuffed toys and handwritten letters. Blank signposts. Strewn clothes with nobody in them. Some of these will be pointless and some not so, depending on what uses you might think of when looking at them, but they all break down by themselves and deteriorate to uselessness within a minute or two. This does not mean much, since there would be little point in staying in one place for very long anyway.
Walking away from the road will slowly shorten your vision, until eventually you cannot see it anymore and become lost in a thick black fog that will only go away if you can find it again. On rare occasions, you may see another wanderer walking down the path towards you, and they might try to make contact. Their presence causes your wounds to heal faster than normal depending on how close they are. You must avoid them at all costs, for if they touch you, you fall apart and die. They will never leave the road, and might call out to you or maybe even try to follow you, but you must not listen. Keep going, and never waver. Soon their voice will be echoed away by the familiar sounds of your own footsteps, and your regeneration will slow again, letting you move easier once more.
You can not continue forever. Eventually you will run out of ways to inflict yourself and your path will leave you joining the fallen, as clean as the day you were born, on the side of the road. There is no top score, but your last and most distances traveled will be recorded as memoirs, as well as an epitaph of your own writing once your journey ends. From there it is up to you if you want to start again, and see how far you can go.
There are no enemies in this game. It does not matter which way you walk, only that you walk. You are the only target, but also the only hostage. The road's endlessness is your antagonist. There is no motivation for going forward other than the player's own choice for what they hope to see.
Where is it you wish to go?
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Photograph "the endless road" by Joesph West https://www.flickr.com/photos/77249984@N00/4597808082
Personal note: I do not endorse or condone fictional or especially real-world instances of self harm, and understand it is a very serious subject. If you know anyone who may self-harm or are doing so yourself, please seek help from any available source in your area.
A game where you inhabit people at random and, from the moment you do, you start to fade away from the world, losing memories and your sense of self. You start as a different person each time, and will be able to look around the place they were in when you inhabited them, such as their living room, office cubicle, or apartment. Examining objects familiar to the person will increase your sense of self, slowing your decay, and starting in the living room would be a lot easier than starting in a bathroom or on a train. Once you have examined an object, its reminding value is gone, and you will have to find more objects that belong to the person to stay existing. You can also talk to people who know you, and each subject will help keep you longer, but if you fade away too much they will forget you existed and you will not be able to talk to them. Photographs and teddy bears and other vivid things like that will help you more than a pen or other normal objects, and you can use phones or computers to access files relating to you as well, as long as you're still existing enough to use them. Things that have bad memories attached to them, like a rusty kitchen knife or a certain news station or a friend's goodbye letter will bring you sharply back into the world, but will also increase the speed of your fading as your person's mind loses their will to continue. Eventually you will run out of things to keep you here and will fade away forever, returning to the empty white title screen where you can choose to start over with a different person if you want to try again. A reason to keep restarting, apart from drifting through the lives of different people each time, would be to see the world in the background piece by piece and try to understand why the disappearing is happening, although it will never be completely said why...
Image: http://mindyveissid.photoshelter.com/image/I0000HiaCd7KnhcU