Self Study 4 pt 2 Game Ideas


Game Idea 1: Slug in a Snail's world

Genres: 3d side-scroller, platformer, stealth, puzzle

A game with a happy and goofy exterior but dark undertones. A slug attempts to find out about the secrets of the snail kingdom. However, the protagonist is useless at fighting so must use stealth tactics to get past guards. This can include moving and hiding behind objects to stay out of the line of sight of them or using a fake snail shell disguise to blend in. The game follows a level based system, taking players through different areas of the snail castle/kingdom, each with unique challenges and puzzles to solve. 

Target Audience:

The game targets casual gamers, including kids young teens and adults, as it offers a fun yet slightly challenging experience that can be completed in short gameplay sessions. 

Prototype Scope:

The prototype would focus on core stealth mechanics and disguise-based interactions, ensuring they feel polished before expanding the game's scope.

some inspiration for this game include:

 oddworld new n tasty

super meat boy.


Game Idea 2:  Town of "GONG"

Genres: Horror spoof, mystery, interactive story

In a small, eerie town, an old locked clock tower produces a peculiar "Gong" sound at random intervals, unsettling the townsfolk. As the player investigates and hunts for the key, they interact with quirky NPCs, each offering strange (and often misleading) clues about the origin of the noise and the keys whereabouts. Some suggest ominous supernatural forces, while others send the player on pointless errands; fetching items, pulling weeds, or rearranging furniture. The tension builds with creepy ambient sounds, sudden gongs, and flickering lights, only for it to just be a drunk guy hiccuping in the tower. 

Target Audience: 

The game targets older teens and adults who enjoy horror spoofs such as the Scary Movies. It will not be a challenging game so it is very accessible for all levels of gamers.

Prototype Scope:

The prototype would focus on a very small environment with maybe 2-3 npcs, the core mechanics would be dialogue interactions and potential tasks like moving/fetching objects or weeding peoples gardens.




 

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