Difference between revisions of "Game Ideas"
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| + | Froggerviania, RunnerVania. Combine aspects of endless runners with aspects of the metroidvania genre. Power ups will allow users to jump past certain obstacles in a superior way on later play attempts. | ||
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Puzzle game, small black tripod like objects thrown by tapping at on screen objects that affect the object, the more tripods you expend the more they can accomplish. | Puzzle game, small black tripod like objects thrown by tapping at on screen objects that affect the object, the more tripods you expend the more they can accomplish. | ||
Revision as of 16:23, 4 June 2015
Game Concepts
Cat Behemoth Game (You play as a cat doing cat activities but secretly participating in combat with an unseen world (to humans) wherein the cat takes the form of a behemoth)
Road Sorcery (Idle Thumbs podcast 203, throw away reference to Cities Skylines)
Carrie Nation Game ( Play as an ax wielding prohibitionist, scavenging for rum and other beverages, smashing libations)
Majormud for phones and / or watches ( Siri reads the text aloud)
A game in which you are a vampire in outer space that must dodge the beams of sunlight by jumping around on mario galaxy style planets, hiding in eclipses and whatnot. You must also collect blood, like vampires do.
Mechanics
Froggerviania, RunnerVania. Combine aspects of endless runners with aspects of the metroidvania genre. Power ups will allow users to jump past certain obstacles in a superior way on later play attempts.
Puzzle game, small black tripod like objects thrown by tapping at on screen objects that affect the object, the more tripods you expend the more they can accomplish.
Game with hexagonal wheels that can be spun. You have to match colours against the sides of the opposing hexagons, among probably other things.
https://www.youtube.com/watch?v=2Ue67v9HZRk Intellectual property status of this type of thing is currently unknown.
The frog must land on a lillipad with dangerous elements you have to spin
For a game similar to Charm King or Candy Crush: After each move simulate some number of possible random results for randomly selected candies to refill the board. Lets say 5. So simulate 5 random results, and use dynamic difficulty adjustment to pick the better or worse of those results such to keep the user in the "flow" state. If they are winning too much pick the worst result. If they are losing too much pick the best.
Game Names
Boolean Hooligans
sHell
Character Names
Alabaster Disaster
Necrological Finch
Beaver: we're going to have an end boss called the Necrological Finch (a finch of or pertaining to the nature of death and has given accounts of death to the point of being a Witness with powers over the Realm of the Deceased). This enemy will serve as a symbolic representation within the overall story arc that someone here will be responsible for tying in and together other than myself. Beaver: i mean after the puzzle is beaten, a very small story arc unfolds involving the Finch that you have battle. i'm talking such a small story arc that it's literally maybe a paragraph long, but it will have an ultra-dramatic transition from the fireworks to the story and the Finch (from the happy music, transitioning to a sinister tone, etc, and just a short battle maybe as the robot vs the Finch) Beaver: the Finch could hurl those HexAGones as an attack or it's special attack}}