Initial prototype ideas (Craig Horsley)


Lost and Found (Concept and description by Craig Horsley)

"Based around my experience of always losing things around the house, even when they should be right in front of me

- It'd be a 3D game set in a map of a few different rooms, the layout always remains reasonably the same

- The tutorial of the game isn't timed, it'd be finding non-essential items, but then later levels would be finding essential items like the house keys with bonus points for speed

- You can mark spots on the minimap in order to "memorise" them, but you can only memorise 2 spots at a time - additionally, you'd get a few clues about where the objects usually are  (because, weirdly, there IS method to my madness), so like... red rings around an area that get wider on harder levels, but provide a general search area for you

- Some objects like videogames or DVDs would need to be checked, and would have several areas of where they usually are, so you need to quickly sort through them and maybe mark that you already checked an area before (sometimes I do forget I already checked a place)

- You'd start off with a shortsighted view, with a blur applied past a certain difference, until you find glasses which are set in one of two or three random spots to remove the view debuff

Unrealistically you wouldn't NEED to find them to win
but they'd be an optional aid, do you divert time trying to find them or head straight to the object using the clues provided"


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The Express Train to Squandertown (Concept and description by Gabriel Langmaid)

"This game is honestly largely based on my perspective of how difficult life can be and it's essentially ,a worst scenario of a person full of potential and hope ending up being given the worst hand possible and ending up taking the wrong path in life.

This would be a 2D game with Visual Novel like sprites appearing for the characters talking to another and a simple choice mechanic.

This game would be treated as a sort of time lapse. That's not to say that the game would play at an accelerated rate but rather, that the game would play out as snapshots of moments of the protagonist in questions' life. The game would start off looking all bright and vibrant and up until around the pre-teen age would stay that way.

Before the pre-teen age there would be a few scenes where the game would tell you that you need to make a critical choice and that the game is about making the right critical choices to guide the protagonist.  At first there would be a fairly complete dialogue between the people talking then a fade. Then after hitting the pre-teen phase something bad would happen and you would be presented with choices as normal but this time the choices would be more brutal and just an action like [Accept it] [Reject it] then after picking the person talking to you would continue to talk but the screen would abruptly cut to the next scene.

After this the saturation of all colours on the screen would be decreased by 25% at every critical transition point. The choices you would make would become slowly more and more linear until at the end of the game you'd be presented with one choice that was bad  and there would be no colour (full greyscale) or little to no colour by then.

The ending would likely be revenge on someone that cause one of the unfortunate events that happened so, murder.

The game would then reveal that the choices genuinely had no meaning 'You don't always have as much choice in life as you'd like'"

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