In this non dialogue, singleplayer story the player controls a woods creature with the ability of fire. The being the player controls is the first to be granted this special power, and (in this world) the first being to witness fire itself. The game serves as an experimental point of view on how destruction is a form of creation, and how fire really would change the way of life that existed before the special ability existed. The player begins the journey in a passive, peaceful environment deep within woods of some world, where all beings live in harmony and cooperation. But the power is granted by a greater entity, and dependent on whether the player harnesses the power for creative reason, the world slowly turns to turmoil as the player is consumed by the power they control.
As the power begins to control the player them self, the being transcends into the form of something far greater than a physical entity and becoming one with the power itself. Gameplay involves shooting flame clusters, propelling the player into a short flight mode duration by firing fire downwards, and firewhips/firebombs. There is never a clear objective as the game does not have a HUD, this is to reinforce the pure focus on the players own decisions, and to encourage thought and careful attention to each move.
The game explores the evolution of beings under influence of a greater power, based off man's discovery of fire and how it began the basis of our evolution from apes.
This stealth game consists of the single player controlling a small, non-agressive rabbit who uses cunning and wits to escape the predators that roam the valley. The idea is based off the animated film 'Watership Down' where a clan of hares are forced to flea their home after a vision reflects their impending doom. The introduction of the film has an intense, fast paced segment in a seemingly tribal art style, this is the art style I would like for the game as the awkward proportions provide accurate visual reflection of the dangerous situations, and the consistently present feeling of tension and suspense.
The player must dig burrows to escape the valley and reach a new environment beyond, that is safe from predators such as wolves, bears, and owls. If the player is caught, they instantly die as they have no extra lives, or any chance of fighting back against these predators. The burrows take time to dig and may be dug in preparation for a daring escape so the player may move between burrow to burrow before the actual predators arrive. Predators may arrive on random however, but a lot come out at night (similar to the minecraft mechanic of allowing the player to build shelter in the day, and retreat in the night when creatures come)
https://backtothevalley.files.wordpress.com/2008/08/watership_down.jpg
This game is an interactive adventure that encourages the player to discover, and seek natural joy from the simple act of walking around and observing the game environment. Games that nail this concept are Journey, and Limbo. Both do not involve combat of any kind, which is different to games today as most are too caught up in pleasing the general basis of customers than exploring creative ways to produce new gameplay that independent developers seem to do so well.
The game follows a bird like creature who flies throughout a huge skyline filled with other flying creatures and puzzles. The aim is to explore flying ruins in the sky, except the objects have gravity of their own as the space that the player flies around in outside of these areas is actually similar to deep space itself as they merely glide through the free space. This idea is reflective of the idea of space travel between planets, only expressed in a different and more familiar way (such as the simple wonder of flying as a bird, a feat man will never physically accomplish).
Inside the flying ruins, the player must explore to unlock new areas and relics that boost stamina so the player may fly for a longer time without draining and eventually falling from the sky as they can't make it to the next ruin. There are objects in the sky that allow recharge of the player's flight however as the goal is to generally never lose a life in the playthrough. Upon each loss of life, the player is sent back to the stage they were at prior, this is again to reenforce the easy going nature on the player as this is meant to be more of a gentle playstyle game.
The colors are saturated and vibrant, the sky will be the most beautiful part of the game asides from the immense details in the player character itself as alot of time will be put into the flight animations and 3D model to represent a physical display of elegance itself.
Here is an image representing the idea behind the player's bird/alien creature
This singleplayer, dark fantasy RPG takes place in a large, dense forest that stretches beyond immense maps of wild proportions. It is a side-on game that grants the player new equipment such as weapons and armor upon looting and defeating enemies (similar to Dark Souls). The graphics are low pixel as it is based off the actual game Slain, it resembles the art of an early Mortal Combat game except the sprites would be well developed and consist of a lot of frames to promise fluent action.
The player is a hunter from the woods who's cabin is burned down by a pack of demons. His cattle are slaughtered and his crops cursed so he travels the land in pilgrimage to seek venegance and adventure. The combat allows the player to gain exp which they apply to a small amount of attributes such as Stamina, Health, Strength, Defense, and Agility.
here isa photo from the game Slain to give some sort of construction of my game's visual appearance.
http://www.wolfbrewgames.com/slain/wp-content/uploads/2014/12/Slain_wide_unity2.png