Self Study 4b - Game Ideas


Mechanical Failure

Explore and climb an infinite labyrinth of an abandoned, claustrophobic superstructure while avoiding and fighting bio-mechanical nightmares with minimal resources. Player has a limited amount of energy to expend on all activities, including movement. Recharging energy would be done via resting, during which the local area is scanned via radar to identify potential threats and pathways to follow. Enemies would be rare, and range from scavengers that would avoid the player, to aggressive predators. Attacks would be done via either a powerful side-arm that consumes lots of energy and has a slow recharge period, or a weak melee attack. Most actions would be accompanied with a small QTE to either speed them up or reduce their energy cost.

Target audience would be from 16 to 40, those looking for a relatively slow horror experience. The game would draw in those that already enjoy horror games, while offering satisfying mechanics joined with limited resources.

Prototype would focus mainly on atmosphere and level generation.

Union-less Asteroid Mining

Scavenge a living gathering asteroids with minimal safety standards! Fly out from a mining barge in an asteroid belt, jury rig asteroids with propulsion and a seat, then try to fly them back to be processed. Control of the asteroids would depend on where propulsion was placed, and likely difficult to control in most cases. All resources would be limited, including limited shift time, oxygen, jury rigging parts, and your own suits propulsion. All come at a monetary cost at the end of each shift, with the main goal being to not fall into debt for too long. With increased funds, more advanced tools could be bought, and larger asteroids targeted.

Target audience would be from about 14 to 35, those looking to experience janky space physics. This game would target those interested in similar space physics games like Kerbal Space Program and Astroneers.

Prototype would focus mainly on gameplay.

Rhythm Shooting Gallery

Keep up with the rhythmic shooting gallery! Targets within a shooting gallery will pop up for a single "beat" before disappearing, with beats being represent via audio ques. The longer the player goes without a major sequence break, the faster beats get, along with the delay between targets also being fewer numbers of beats. Longer sequences of hits generate more points, along with closer hits on the bullseyes. The main setting for the gallery would be a circus/carnival themed park, with various lightly theme decorations. This isn't intended to sync up with music

Target audience would be wide, from 8 to 40, due to the very low to potentially quite high skill level needed to play the game. Due to the game sessions being quite quick, but the potential skill level could become quite high, it would an attractively easy game to have a quick session with.

The prototype would focus on gameplay.

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