Overview:
All You Can Eat!, is a tower defense game where you play as the head chef of a
top-rated all-you-can-eat sushi restaurant. You must work hard to keep your
employees paid, your customers are happy, and your business afloat through peak
season!
Core Mechanics/Genre:
- Tower Defense
- Buy and Place
Gameplay Summary:
- Goal - Keep your customers satisfied and maintain a 5 star rating
- Purchased and placed units feed them until satisfied
-
Waves of customers enter onto a conveyor belt with varying present amounts and hunger sizes
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Mood symbols over customer heads indicate satisfaction
- Red frown = Not satisfied
- Yellow neutral = Partially Satisfied
- Green smile = Satisfied and ignored by unit
- Anyone that makes it to the exit unsatisfied will affect your restaurant stars and bring you closer to shutting down
-
Health determined by a 5 star system
- Each star is broken into halves
- For every unsatisfied customer by the end, a half of a star will be lost.
- At 0 stars, the business is closed and the game is over.
Overview:
Celestial Keeper is a casual collection that meets endless runners.
The player flies around a UFO ship rescuing stranded alien farm animals and
delivering them back to an animal sanctuary.
Core Mechanics/Genre:
- Casual collectathon meets endless runners
Gameplay Summary:
-
Pay ‘x’ amount of currency to start a rescue mission in varying regions of
space, unlocking new ones as you progress and reach the animal rescue threshold
of the previous region.
- A rescue mission consists of an endless runner-like stage(think jetpack joyride)
that progressively gets more difficult. The player must fly around and dodge
incoming meteors, small planets, and rocket missiles, all the while collecting
money and rescuing as many stranded animals as they can. The rescue mission will
go on as long as the player can keep up, but will scale in difficulty with the
player's skill (thus guaranteeing an eventual loss). An alternative would be to set
some type of time limit. Perhaps we will even experiment with fun gravity-shifting mechanics.
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Four regions:
- Farmland
- Ocean
- Desert
- Ethereal
Overview:
Avert is a puzzle game where you take control of a vital computer virus to
infect as many computers as possible. Along the way, various obstacles will
be blocking your paths, such as mirrors and gates. Figure out the correct path
as you try to reach your end goal!
Core Mechanics/Genre:
Gameplay Summary:
-
Goal: Use the shapes you are given to redirect laser beams through mazes to reach the endpoint.
- Each level will start as a grid and the laser, target and gates will be preset.
- The player can choose where to place objects (such as mirrors, splitters, etc)
via drag and drop to see if they can reach the target.
- If the laser misses the target,
the level is reset and the player has to replace their given materials.
Overview:
Chapter Seven is an adventure visual novel video game set within the fictional
town of Tenais, and it is a single-player story that follows the view of the
protagonist, a detective, to solve a serial murder. During the gameplay, the
player, as the new detective, will speak with police officers, witnesses, and other non-playable characters, to collect information to discover the conspiracy
behind the murders.
Core Mechanics/Genre:
Game Concept:
-
The central concept of the game is trying to discuss justice with the players.
- Victims are also perpetrators
- Procedural Justice vs. Substantive Justice
Board Game
Little Nemo in Slumberland
Overview:
Little Nemo in Slumberland is a cooperative card game where you play as little
Nemo’s friends and try to help him make it to the Palace of Morpheus.
Along the way, you must collect comic pieces and finish the comics to collect keys.
After all the keys have been collected, you unlock the castle and win the game!
Setup:
- Requires: 2-4 players.
- Nemo starts on the bottom right corner of the board.
- Place Flip on the same start tile.
- Place a full deck of cards in the center of the board.
- Each player will draw 3 cards for their starting hand.
- The youngest player will start and the turn order will move clockwise.
Gameplay:
- Each turn the players will choose from the following options.
- Draw a card.
- Play a card.
- Move card: move nemo that number of spaces.
- Multiplier card: place on the center of the board. This will multiply the next move card played. Multipliers may be stacked.
- Draw n card: Draw the number of cards that it says to.
- Comic card: place the card onto the comic mat. Start a new row if it is the first card of that collection, otherwise place it next to the other cards of the same collection.
- The number of comic strips that the group must complete is equal to the number of players in the game.
Failstate:
-
After everyone has completed two turns, Flip will move Floor[number of players / 2 + 1] tiles once per full cycle of turns.
-
If Flip catches Nemo, the whole team loses.
Win Condition:
- All comic strips have been complete.
-
Nemo may now make his way to the castle on the diverging path. Once he reaches the castle, the team wins.
The Roaring 20s
Overview:
You are a street kid starting your new career- an illegal alcohol dealer!
Your job is making money, dodging the police, and making more money!
As a police officer, protecting justice is the job!
Of course, you are not above money either, but you should probably at least try
to take down the dirty criminals.
Setup:
- Requires: 2-8 players.
-
Components:
- Gameboard
- Alcohol making materials
- Moonshine
- Dice
- Vehicles Card
- Event Cards
- police Cards
- Each non-police player starts out with the lowest level vehicle (4 side dice) and initial amount of money (one of each)
- Police player starts out with the lowest level vehicle (4 side dice) and 0 money.
Gameplay:
- Each turn, the non-police players roll the dice and move forward.When they land on special spots, then certain actions will be taken.
- Event - marked by red circles; the player should draw an event card.
- Black market – this is where players can buy materials, upgrades, and police passes
- Factory – this is where players can make moonshine.
- Speakeasy - where players can sell moonshine.
- Every time the non-police players pass on start, they will receive $200.
-
For the police players, they will take their turn after other players.
-
If they land on a spot with another player on it, the player can choose to either lose some of their materials/moonshine or lose some money.
The police will then roll a 6-sided dice and take that amount of material/moonshine from them which they can then sell at the market for profit, or that number of hundreds of dollars.
If they land on a space with more than one player, they can choose who to take from.
- The police must catch at least one player before they can start on their police tasks.
- Police tasks are written on the police cards and received when the police land on the police station.
- A new police task can only be received after completion of another.
- Police also can use the highways at the center of the board which other players cannot use.
Win Condition:
- When a non-police player makes 5 moonshine for each type of moonshine, and makes a $2000 profit.
-
As police, catch all the other players at least once and complete all the police tasks.