Submissions by ZacWatson tagged game

That Sinking Feeling is a real-world, room-based game where a team works together to get out of the room by completing a series of logic puzzles.

Room Theme: Cruise Ship.

The players are stuck in a room on a cruise ship which is currently taking on large amounts of water. In order to escape the room, players have to find the card that unlocks the door, which cannot be opened via any other means.

Puzzle 1: The light

The light is currently disabled, and the method of turning it on provides another step in the direction of the next puzzle. In order to solve the puzzle, the players must first find the 'fuse box' itself. Once they find the 'fuse', inserting the fuse into the appropriate slot will activate the lights, allowing the players to see. Alternatively, there is a pair of battery powered lanterns in a drawer under the bed, which will provide the players with limited light.

Puzzle 2: The Bed

The base of the bed has a set of wheels mounted on it, with drag marks along the floor. Players tapping or making noise on the wall will reveal that it is a retractable, false wall. Players can move this wall by spinning the otherwise innocent looking old-timey ship wheel on the side of the wall. This reveals the 'hidden' room, as well as a smaller, locked room that appears to be the toilet.

Puzzle 3: Opening The Toilet

The toilet is the goal of the next puzzle section, which can be solved in the following way. A shopping list on the bench contains a list of towels in purchasing order. Putting the first letters of each towel colour in order spells out a set of music notes. These music notes are linked to the piano placed in the corner of the room. As the players hit each note on the piano, the ambient music slows down. Once the players have entered the correct combination (hinted at while the music slows down) the door to the toilet will open.

Puzzle 4: The Toilet

The toilet itself is a focal point of this puzzle; the cistern itself hides a key, which is used on a lock in the base of the initial room, under the carpet. The players receive a hint to this through a letter also located in the toilet, which gives a little amount of narrative context behind the items hidden in the floor safe.

Puzzle 5: The Door

The final piece of the puzzle is the keycard itself, which allows the players to exit the room. The issue is, the keycard is screwed into the bottom of the floor safe. Players have to use the screwdriver they were given initially to release the keycard before they can open the door. After unscrewing the keycard, players simply have to unlock the door in order to complete the puzzle.


Intended layout of the room.

Overview

Wanderer is a game all about the journey. As an unnamed, silent protagonist, the player simply guides their character through the world. The game is basically a nonlinear sandbox, with the player given the freedom to go wherever they want.

Core Mechanics

The player in Wanderer has to learn very few mechanics. Surviving is managed through drinking and eating, and camping is done via the tent system. Other minor mechanics like the map and the journal are only auxiliary to survival. Everything else that the player experiences is their perception of the world.Large amounts of scripted events and interactions between animals, the environment are available for the player to view. Everything from meteor storms to blizzards to forest fires has a chance to occur, and the player has to deal with them appropriately. Differently to typical sandbox or survival games, players do not have to mine or fight large amount of enemies or scavenge for tons of resources to build items. Players receive all of the items to survive, and they do not break or wear out. The intention of Wanderer is to give players a place to lay back and explore, that is not too tense or demanding, and provides rewards in the form of appreciation of beauty.

The World

Because the player spends so much time in the world, the world itself needs to be interesting. There are no other human characters within the world, so the player's interaction is limited to the environment and creatures within it. The game flows between lush forests and scorching deserts, with the player's only written objective being 'to wander'. Players have a small assortment of items, and are able to hunt animals for food and bottle water from a river. There are no extensive systems for house building, nor companions or 'levelling up'. The objective within the world of Wanderer is to wander. The game is intended to be a contemplative experience that allows players to relax, and the world facilitates that. The world shifts through seasons, with each biome changing to reflect both the current season and time. The fully implemented day/night cycle includes a system where players have to manage their temperature - they do this by lighting a fire. Depending on which biome they are in, different weather effects may occur. The system works via combination - if it rains in winter in the forest, it will snow rather than rain. If it rains in a different season, however, it may shower instead. The different combinations of weather effects present the problems players have to deal with. Players are able to pitch a small shelter, which has a height adjuster. This allows the player to stand under it to watch the rain or the sun set.



Players enjoy wonders like the Aurora in The Long Dark.

Overview

Final Odyssey takes place within a large, procedurally generated game world. This game world contains a series of islands for the player to explore. Much like the legendary Odysseus, players journey between these islands in their small boat, encountering enemies and challenges along the way.

Core Mechanics

The player explores the world in the first-person view, and is able to fight the enemy creatures that they come across with a variety of equipment they have. Initially alone, players can quickly gather enough materials to begin their exploration proper - a small boat is all that is needed to carry players between islands. On each island, players may find enemies, collectibles, areas to explore, and conquerable dungeons. Each dungeon carries a unique theme, and there are a limited amount within each world generation. The world is not limitless; although each generated world is different, the dungeons remain constant. As players progress through the game, they gain access to more equipment. Unlike many games in a similar genre, players do not 'level up' per se. As dungeons are completed, unique items and tools are received that allow players to go back to previously visited areas and explore them. These areas may contain rewards only available through the use of these items.

Narrative System

The Narrative system in Final Odyssey does not work like that of a normal game. As the player completes objectives, arrives at islands, gathers resources, and conquers dungeons, lines of text are added to the player's journal. Depending on how the player completes these dungeons, the text written will change. The text includes various information about the player character, including how they defeated a boss, what they used, and how long it took them. Each one of the entries is intended to fit with the previous entry in order to create a seamless narrative archive of the player's adventure - their own odyssey.



Players explore procedurally generated islands similar to the survival game Stranded Deep.

Overview

Cash Out! is the premier casino management simulator, with players being able to control every facet of the burgeoning entertainment establishment. Rig the machines, shuffle the cards, and weight the pills as you grow your fine business into the premier destination for all things gambling!

Core Mechanics

Players start out with a very small set of rooms, only initially being able to offer three games; slot machines, blackjack, and roulette. Over time, players will gain access to more interesting, lucrative, and risky types of games. As their variety of entertainment in the rooms expands, players also have a larger variety of other entertainment to provide. Bars, theatres, lounges, hotel rooms, and many more diversions can be added around the casino, to entice more guests. Players do all of this through a typical strategy game interface; they can construct rooms similar to The Sims, and then place objects in each room as appropriate. Players can choose from a wide variety of casinos on the strip itself to own, and are also able to create and modify their own. Players are able to fill their casinos with a variety of gambling devices in order to maximise all of their potential profits. In order to attract customers, each device targets a particular type of patron. Large amounts of slot machines will attract cheaper patrons and generate bulk cash, but they take up a large amount of room.

The House

Usually, the house always wins. Unfortunately, players will find their fair share of players who win. As they develop more competitive and strategic games available, more skilled gamblers will arrive. Games like baccarat will attract expert card players; people who may take the casino for all it's worth. To deal with this, the player has a number of strategies , including simply paying out (most expensive), banning them (may cause issues with publicity), beating them(again, issues) and framing them (not as expensive but riskier). Options like these enable the player to operate the kind of casino they want to operate. The casino can actually go into debt as a result of paying so much to top-tier card players or extremely lucky patrons.

Players construct and design their casino in a similar way to the Sims build mode.

Overview

Ooh, Shiny! is not your typical heist game. Playing as a team of magpies, players are challenged with stealing various shiny objects from residential areas. Armed with the latest in BIRD-TECH™, the team of magpies move between houses, building a vast collection of treasures and collectibles.

Core Mechanics

Players control the team of magpies from a 3D, initially isometric, perspective. Much like a real time strategy game, players move their team members in real time. A number of areas within the large maps are available for the magpies to move to, as well as a number of movement options. Outfits and disguises for the magpies to look like other birds or even animals are options for the player to consider. As well as this, as the magpies move through levels, they will encounter hazards, like humans and their pets. These hazards may guard or be using particular objects. Alternatively, these hazards may be static or moving within the area, preventing the magpies from moving very freely. Environmental interactions (like knocking over pot plants, or pooping on things) may be used in order to move these hazards around. For example, knocking over a pot may draw a human and a dog, allowing another magpie to move to where they previously were. The game combines strategy with humour in order to entertain the player.

The Birds

The birds themselves are the 'personality' of the game. Each distinct bird has a set of attributes and a skill that differs from the others. Their unique personalities and distinct playstyles allow the player to experiment while attempting missions, to find the most entertaining ways to complete them. In addition to this, players may equip them with some BIRD-TECH™, making missions even more fun. BIRD-TECH™ involves tools like sound amplifiers, bird decoys, and inflatable humans in order to complete missions. The technology can be placed and used by the birds in order to reach different places within the levels. More interesting and valuable Shiny Things can be found the more the player explores.


Players take control of the most esteemed and respected Magpies.

Overview

Information is Power. In Memory Thief, players have the opportunity to see just how powerful that information is. As a detective investigating a series of crimes in a futuristic utopia, players witness firsthand this power. The ethical nature of 'memory theft' is questioned as players both use and investigate this powerful technology, and the effect it can have on society as a whole.

Core Mechanics

Memory Thief is a 2-D sidescroller presented as a cross between a typical point-and-click and a platformer. Memory Thief utilises dialogue systems similar to P&C games, while also using platforming for chase sequences and limited combat. The game is presented as a nonlinear series of stages (similar to FEZ) which are accessed through the police station, which functions as a 'hub world'. The game uses a number of real-world constraints - for example,. players cannot jump up or fall very far. Instead, ladders, stairs, and elevators are used to move up and down levels. This also allows the level design to mimic rooms and buildings similar to the game Gunpoint. As players progress through their assigned missions, their technology, items, and clothing can all be customised in order to better suit future missions. Similarly, players can also choose from a number of skill trees that affect their performance in missions. Many of these focus on memory manipulation and conversation, allowing players to further interact with NPCs in different ways.

Narrative

Memory Thief is a game that chooses to focus on delivering a lesson in the dangers of technology. Namely, the issues that can arise from a person losing their memories, calling into question who they really are. At the same time, the game attempts to portray the ethical issues surrounding it. As a supposed 'lawful' representative, players are given numerous situations where they can employ the same technology in order to 'fast-track' their way through situations. However, this can lead to narrative-constructed penalties, with their story changing depending on how well they 'toe the line'. It also opens the window for more strategies; players with information 'stolen' from suspects or criminals can also be used to the main character's advantage. Similarly, players may also find that some criminals have advance warning of their presence or intentions, due to their use of the same technology.

Memory Thief utilises a similar level design system to Noir Syndrome, albeit differing in the navigation between levels.

Overview

By Coin and Shot is set during the renaissance period, with players taking control of a brand new merchant caravanner, intending to make a name for themselves around the world. Starting from just one mule and a few bags of wheat, players build their own 'East India Company' from the ground up.

Core Mechanics

By Coin and Shot is a third person game, with a deep set of strategy options also available. Players take direct control of their character, and are able to guide them across the vast ingame map between destinations. Able to assemble a large party, the caravan that the player guides can be made up of up to 10 members initially. These members can come from any place that the player encounters them, and they are also able to hire individuals in bazaars or other places of commerce. As players grow and expand their companies, more destinations, goods, and tools become available. The objective for the player is to construct the biggest company possible, as the player looks to establish themselves as a global force.

The Market

The Market demands and flow within By Coin and Shot are dynamically generated. Each region within the game has specific demands and exports that rise and fall over time due to the seasonal and weather cycles. As the majority of exports and resources are organic (i.e. food) players have to predict, expect, and analyse what is coming. Real-World events that occurred in the regions that the player controls also change the landscape of the market. Players will be financially rewarded if they successfully manipulate this market, enabling greater returns. Some missions may also be assigned to players by other officials, and these missions may also affect the market themselves. For example, if a player helps a particular military group in supplying them with weaponry, market availability of weapons will decrease, driving the price up due to the increased demand for weapons. This will also affect other missions as the game progresses.


Players move around a world map in a system similar to the RPG/Management game Mount and Blade.

Overview

Taking control of an omnipotent being, players of Ascendance attempt to create the perfect, thriving society, by bestowing abilities and powers upon members of a tribe, guiding them through the early stone age. As they 'play god', players eventually select a member of the tribe to 'ascend', which will determine the direction the tribe will develop towards.

Core Mechanics

Ascendance is controlled from an initially isometric perspective, but presented fully in 3D. Players are able to shape the terrain around the village itself, control weather patterns, and animal movement. The objective of each game is to make sure the village itself survives long enough to develop basic self-sufficiency. Players are able to leave the village to its own devices, or intervene in order to make them grow. The village can be attacked by enemies as well as sustain a number of different environmental and societal issues. Tribal uprising and rebellion can occur, and the player can manipulate which leader takes control in order to steer the tribe in the direction they approve of. If the player continually intervenes, the tribe may not know how to deal with certain situations. The tribe will also worship the 'god' much more vehemently, more than they would if the player intervened less. If the player limits their input into the tribe's actions, they may become more self-sufficient (or alternatively die out entirely).

Ascendance

At critical points in the game, players may choose a member of the tribe to 'ascend'. This grants them semi-mythical attributes, and may increase the tribe's valuation of their deity. This prophet may also be shunned, however, if they are a less popular member of the tribe. Players can use this prophet to directly initiate or avoid some events, or they may be cast out and unable to be effective. Ascendance is intended to be a mechanic that changes the player's interactions with the tribe, rather than improving them. Ascended villagers may also be more valuable in dealing with other tribes, who may occasionally demand things from the player's tribe. An ascended villager with healing attributes may be able to broker a deal better than a normal villager, for example.


The player watches over a village similar to Cultures, but does not directly construct the village.

Overview

In Lightning Rod, players manipulate the weather. Whether they want blistering hot sunshine or a swirling maelstrom is totally up to them. Players can choose to intensely balance air currents and flows, or attempt to create a second ice age - whatever their heart desires.

Core Mechanics

Players are initially presented with a 3-D representation of Earth, and are guided through manipulating air currents in order to direct air flow around the planet. When players mix a certain direction of air with a heat node, it creates an effect. These effects can range from creating a swirling tornado, to just dispersing heat over an area. Where player strategies develop is through the balancing of these nodes with air currents in order to avoid situations like cyclones and tornadoes. Players can direct air currents through rain nodes, dispersing rain over an area if it is too hot. In addition to this, if a player disperses a rain node over a cold area, it creates snow. If a player does either of these too much, it can cause snowstorms and flooding, damaging populations in a certain area. Some scenarios require players to keep consistent weather patterns over a length of time, while others require players to create a specific weather pattern. Wind patterns and heat pockets shift constantly, forcing players to constantly manipulate weather patterns in order to complete their objectives.

Wind Mechanics

The wind in Lightning Rod sometimes takes on a mind of its own. Because it is constantly moving and shifting, players need to keep track of which directions a strong win is moving. If a strong wind moves into a pocket a player is trying to manipulate, it may cause unintended side effects. These side effects could range from a giant storm to a simple raincloud over a dry country. In order to fully take advantage of the wind, players need to micromanage the assets they have moved, as failing to keep track of them will lead to disastrous side effects.


Players create and manipulate storms and weather effects. Much to the displeasure of the population.

Overview

Stranded on a frozen planet with no means of communication, Winter's Bite delivers a survival experience both unique and engaging. Integrating a constant feeling of suspense through a dynamic and changing weather system, Winter's Bite makes players feel the cold, all the time. After crash-landing on an almost inhospitable planet, players fight against bandits, creatures, and their character's mind as they slowly descend into madness.

Core Mechanics

Winter's Bite is controlled from the third person, with players taking control of Khaz Hamal, an engineer and only survivor of a freighter crash on a backwater planet. Hamal, due to his engineering background, is proficient enough at rigging together gear in a tight spot, but lacks proficiency with weapons and possesses a general lack of survival instincts. As a result, the gear available initially is more of a defensive nature; stunning and incapacitating enemies is the norm. As Khaz gains experience, players can choose which areas they want him to specialise and further develop his skills. He will never become an unstoppable killing machine, and as a result players have to continually develop more strategic options than 'make gun strong'.

Narrative

Khaz is a reasonably well-off engineer who has never really faced adversity. As a result, the reactions that he has to particular events within the world are intended to mirror the average person's reaction. As he progresses through the storyline, Khaz encounters several of his crewmates, and his decisions on their fates also impacts the rest of the storyline. Depending on these decisions, crewmates may accompany him on some of his missions. These individuals may offer Khaz benefits and assistance as well as general exposition depending on Khaz's position within the storyline itself.

Players progress through a storyline similar to Dead Space 3.

Overview

Welcome to Hell! is a game all about the destination. As the overlord of hell, the player takes control of a new section of land situated in the picturesque location of the underworld. Players build up attractions and locations for the newly arrived denizens of hell to visit and explore, as well as live, as they build Hell into the 'new place to be'.

Core Mechanics

The map is presented as a fully 3D world, and players control it from the top down, like most tycoon games. Players start with an entry gate, where individuals new to hell spawn, like guests. Players place structures, connecting them with paths to encourage the new 'guests' to move around. A large amount of structures are available to be placed, ranging from entertainment and food establishments to workplaces. In order to keep their small 'town' growing and flourishing, players need to make sure their little slice of hell is better to move to. Players are able to view statistics of other 'slices' around, so they can understand what they need to build in order to attract different residents. These residents come in a number of different varieties, and each one requires certain objects and needs to be filled in order for them to stay. In turn, players create these resources by tasking lesser demons to collect them by constructing production areas. As demons and other creatures move into the player's town, players will be able to create more and more resources, unlocking additional buildings and areas that the residents can use to occupy themselves.

Narrative

The player takes control of a disgraced underdemon, one that is eager to move up the food chain of command within hell. Players are able to choose the missions and tasks to complete within the map, and these tasks provide more exposition and story about the player character as they complete them. This 'chain' is actually represented within the game; moving ahead of other demons in terms of power will cause them to fall by the wayside. Players gain additional skills and attributes as they overtakes these soon-to-be lesser demons. These attributes allow for faster growth of their location, and may also provide special buildings or attractions.


Players manage different citizen types and structure placement, similar to the ANNO series.

Overview

Blend is an exciting asymmetrical multiplayer game that combines stealth and intense action. One team of two players is assigned an objective to reach, and must move through the environment to reach their goal. The other 5 players are tasked with discovering these two 'blended' players within the dense AI controlled crowd.

Core Mechanics

Blend hinges on the player's abilities to move quickly through the level in search of their respective goals. The 'Seekers' are equipped with a variety of abilities, but are also slower and less maneuverable than the sneakier 'Blenders'. The Seekers receive hints whenever AI characters are disturbed (attacked, shoved, etc) via NPC dialogue among the crowds. Other NPC characters provide hints to the seekers through their actions - keeping away from an area may suggest a 'blender' may have been there. Similarly for the Blenders - they are able to see faint trails of where a seeker has just been, so they can work out the best paths to avoid them. Blenders are also naturally faster. Their natural speed also means that AI crowd members around them will make noises and move quickly when they attempt to push through them. In addition to this, any of the NPC 'seeker aids' (think authorities) will alert the seekers via radio communication if they spot any of the Blenders.

Blending

Blending itself can function in a number of ways. The 'Blenders' can utilise a variety of equipment that allows them to hide and move in a variety of ways. Movement enhancers, disguises, different outfits, and disabling gear are just a few of the means the 'Blenders' have available to them. Differing toolkits between the Blenders and the Seekers means that the players of the respective teams are forced to play to their strengths - Blenders are forced to skirt the edges of the map, relying on their maneuverability and hiding performance to survive. For the Seekers, their only objective is to make sure Blenders do not reach the objective at the end of the level.


Players move through environments cluttered with dense NPC populations, Similar to Hitman:Absolution

Overview

Cube.Net involves manipulating a cube and its net in order to puzzle through levels. Players can deconstruct the cube into its 2-dimensional net - the pattern of squares - to traverse gaps or move through gaps. Players utilise this ability to switch between forms to solve puzzles and complete levels.

Core Mechanics

The focal mechanic in Cube.Net is expanding and retracting the cube.At any time, the player can target a square and the cube will unfold in that direction. The cube can slide at any point, with any piece of the Cube being free. Each level is completed once the full cube is present on the ending space. Functioning in real time, players move their cube around in the environment by rolling it on its sides. As players shift and change their cube, they can reassemble their cube at any point in the net. This allows the cube to move along the ground, around corners, and even up and over small walls. The cube also interacts with the environment - moving the cube onto a lift will make it rise up, and can allow the player to move over walls.

Puzzle Design

The puzzles within Cube.Net revolve primarily around grid-based movement, and also incorporate elements of physics and problem-solving. Puzzle design of course revolves around the cube, but additional mechanics (such as moving up walls) are introduced progressively, ensuring players aren't instantly overwhelmed. Puzzles can be completed using any of the many inherent mechanics of the cube, and new techniques players are taught in later levels may also be applied to earlier levels to offer players a different way to solve them.


An example of the net. In this case, the player could reassemble the cube at any of the pieces of the net.

Overview

Nefarious is your typical RPG dungeon exploring game, with a twist. Rather than controlling the explorer, you control the dungeon and the boss itself. Players design and construct a dungeon, then wait for AI-controlled NPCs to attempt to enter it. Players can create traps, minions, and hidden areas for enemies to fall into, and can even make some NPCs part of their army.

Core Mechanics

Nefarious is controlled from a 3D RTS standpoint, with the wide open map being visible to the player. Once they start a game, there is a short period where the dungeon's initial floors can be quickly carved out. Players can expand downward further to create twisting, turning dungeons with puzzles and traps available for the AI opponents to face. The twist is, players must be able to complete it themselves before opponents approach. Then, the AI uses this data to attempt to progress through the dungeon itself. Now, the player can control where their minions are, when traps can trigger, and can activate other functionality within the dungeon itself. Where Nefarious differs from games like Dungeon Keeper is the consistent expansion of the dungeon. Players continually expand their dungeon, moving deeper and deeper, as well as more outward, creating different levels and situations as they progress. As more enemies enter the dungeon, they will find the initial areas easier, as more corpses and identifiers build up. This creates a constant battle between the player and their AI opponents, as the player needs to use new and interesting combinations of tools and designs to outwit the invading 'heroes'.

The Boss

The boss in the game is a fully controllable character in 3rd and 1st person, and is able to interact with the world in a number of ways. The boss can engage in direct combat, crushing any that stand in his way with his powerful abilities and attacks. The boss is also able to summon a number of minions into combat if he needs to clear an area quickly. Much like an RPG, the boss can also be upgraded with additional equipment and abilities as the game progresses and more skilled and prepared opponents enter the dungeon.



Dungeon keeper, the original dungeon construction game.

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Overview

Tinker follows the adventures of a tiny robot, also named Tinker, as he travels through his unusual and quirky world. Starting off as an outcast 'clunker', the player modifies and changes Tinker over the course of the game, growing more attached as they add everything from a voice module to advanced mechanical legs. Players can choose to build Tinker how they want, in order to overcome the challenges ahead.

Core Mechanics

Tinker is presented in a 3D perspective, with the player controlling Tinker in the 3rd person view. Rather than an open world or levels per se, the game is spread over a number of instanced regions that players can explore. 3D platforming and puzzling elements are combined to create a challenging and entertaining experience. Core to the game's focus is the emphasis on customizing and upgrading Tinker itself. Players will discover discarded components of other robots, miscellaneous technology, and other items that they can use to customize Tinker. The intention of making Tinker so varied and customization is that each player will have their own idea of 'their' Tinker, making each playthrough varied and unique. Every aspect of Tinker is customization, from the colour of individual sections to the type of legs. Whether a player opts for four hydraulic legs which can magnetize to ceilings, or a single 'pogo-leg' that allows Tinker to bounce higher, an immense amount of potential is available.

Environment

Tinker makes use of a number of environments, ranging from the initial derelict junkyard sections to swanky skyrise building sections. The instanced nature of the world, with smaller areas connected to 'central hubs' allows for a huge variance in the explorable environments. The environments also correspond to the type of customization a player can find - more industrious hydraulics may be found in the junkyards. In the more affluent areas of the game, players may find better looking paints or more high-tech equipment. As players progress through these environments, the puzzles will also change to reflect these environments. In junkyards, fixing large pieces of machinery will allow the player to progress. When a player reaches something like a power plant, mirror puzzles are introduced. Theming content around each environment makes each of them feel more different and interesting for the player.


Concept Art from Machinarium, a 2D game with a similar art style to that envisioned in Tinker.

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