Racing Game Elevator Pitch
The game would be a racing game where you gain points by passing cars but there would be power ups that speed up the car, making the game more fast paced and challenging while rewarding the player with more points
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Racing Game Elevator Pitch
The game would be a racing game where you gain points by passing cars but there would be power ups that speed up the car, making the game more fast paced and challenging while rewarding the player with more points
Platformer Elevator Pitch
I have been looking into what I can do within the template of a platformer mechanic-wise using gdevelop, and from there I have put together a pitch on what I would like the platformer to be as a finished product.
Title: Terraform
Genre: 2D Puzzle/Platformer game
Elevator Pitch:
Play as a government contracted explorer who has been tasked with exploring areas where an alien race had made landfall on Earth, planting devices that has changed the landscape, wildlife, even forces such as gravity. It is your job to return the land back to its previous state by disabling them.
Run, jump and travel through the terraformed land level to level, avoiding or engaging the wildlife, as you reach the device and shut it down, completing the level. Platforms have been flipped, moved around and can be reached by interacting with the world around the character such as flipping gravity, picking up power ups and items needed to move onto the next area.
Target audience: 13+
Racing Game Elevator Pitch
As discussed in my Asteroids Post-Mortem post, my main focus for the racing game project is on process and integrating theory and design methods from Chapter 6 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games. As such the Elevator Pitch for this game (while still applying and taking into consideration Fullertons teachings) is much less centred around some key design theories.
Inspiration / Concept Art
The key inspiration for the design of my racing game draws from police chase scenes in movies such as Baby Driver (Wright, 2017), and Drive (Refn, 2011). In these two films the protagonist often uses intelligent decision making and skill to turn opponents own weapons against them, such as spinning a spike trips their adversaries in a direction which disables their chasers. Developing a game which replicates the tension and release (utilising Fiero, discussed in week 4 lecture content) of being pursuing and temporarily overcoming the pursuit is the core development motivation for this project.
https://youtu.be/IHzyI_v74_Q
Elevator Pitch
In Run From The Fuzz you play as a getaway driver stuck on a seemingly never ending highway. Police cars are chasing you, nipping at your heels, and using every tool they have at their disposal. To survive you must use your ingenuity to dismatle the police's technology or even turn it against them. Reversing spike traps, distracting enemies, and laying oil traps are the only tools at your disposal. Using these tools wisely, while attempting to avoid the bystanding traffic, is key in your attempt to outrun the Fuzz.
Breakdown
Gameplay
Run From The Fuzz comprises of the following challenges for the player:
Manoeuvre around traffic to avoid a collision, which heavily damages the player
Eliminate pursuing police before they capture the player, ending the game
Collect fuel pickups to increase driving time/distance
Accumulate high scores by overtaking cars and eliminating pursuers
Methods of Police Destruction
Avoid or hit spike traps into police cars
Dump fuel onto the road to cause pursuers to spin, draining your fuel meter in the process
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Wright, E. (2017). Baby Driver [Film]. Refn, N. (2011). Drive [Film].
Asteroids Elevator Pitch
For the next few weeks I have been tasked with developing a game in a similar genre to Asteroids. From reading Chapter 5: Working with System Dynamics I became particularly in the concept of simplistic systems which were related to one another, and when combined would result in a single and much more immersive system. To achieve this Fullerton disussed an importance of relationships and interweaving behaviours, this concept will be the main design principle for my prototype.
In an opposite direction to my last game, which focussed on dual-purpose design and simplifying multiple mechanics into a single diverse one, I instead will endeavour to develop two seperate and contrasting mechanics, which combine to create a singular system and intense moment to moment gameplay which requires impulse decisions.
Inspiration / Concept Art
My main inspiration for my mechanics derived from tractor beams seen in movies where smaller ships are pulled towards much larger ships to ensare them. Instead of the large ship controlling the beam however, it is instead the smaller ships (i.e. the player) who fire the beam at their enemies to damage them, while also ensuring they do not collide with the much large adversary)
Image sourced from https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.cnet.com%2Fnews%2Freal-star-trek-tractor-beam-nyu-nasa-david-grier%2F&psig=AOvVaw25Icjj3j6fWGJXbHwPfhQi&ust=1630046152547000&source=images&cd=vfe&ved=0CAsQjhxqFwoTCOCm9YyJzvICFQAAAAAdAAAAABAh
Elevator Pitch
In Berserk Beams you play as a small ship trapped inside an asteroid field very limited means survival you must use what you have to avoid or destroy the titanic asteroids which threaten to destroy your ship in the vastness of open space. Your engine was damaged when you discovered the existence of the asteroid and must now save your limited energy capacity to make emergency adjustments to postpone your demise. You may use your laser to navigate the field or destroy your obstacles, the laser however rapidly pulls you towards the enourmous geods so you must be on your guard. How long can you survive? Will you escape? You can only try.
Breakdown
Gameplay
Berserk Beams features only a few mechanics which combine to create an engaging experience, players may:
Avoid asteroids
Destroy asteroids to accumulate higher scores
Hurt asteroids with their tractor beam - which also has the side effect of pulling the player rapidly towards the enemy
Maneuver using their limited capasity thrusters
Modify their ship by attaining powerups such as stronger/wider tractor beams, unlimited energy, invulerability etc.
Gdevelop - Asteroid Elevator Pitch
Title: Alpha-Timer
Pitch:
The aim of Alpha-Timer is to shoot the asteroids that spawn and pass by on the map that as it is destroyed it creates a blank space in which you need to form the given letter under the best time. The player can use a booster to get around the place to re orientate the ship for better position to create holes for the letter that is needed to be “drawn”. As long as the black spaces all connect no matter how weirdly shaped it is, it counts as drawn. If the player runs into too many asteroids, they lose. If the player flies into the blank space, the player loses and must restart.
Player Controls:
W – Move Forward
Mouse Moving – Navigating ship around
Spacebar – Burst forward
E – Pause All Movement stopping all force
Selling Points:
The ship would need to always fly around to reposition due to the movements of the asteroids as some could hit the player. This forces the player to move instead of standing in the one spot because the player can’t recklessly shoot the asteroids as it creates a random black spot that would potentially be in the way.
Week 5 - Racing Game Pitch
Title of game: Chase
Description: Chase is a game where you are being chased by the police and you are trying to evade through the obstacles that are not normally found on the road.
Genre: Arcade
Selling points:
Fast cars
Weird obstacles
No time limit / beat the highscore!
Controls:
Arrows to switch lanes
Mechanics:
Score bar (based on how far you get)
Health bar
Pause screen/menu
Random spawns of obstacles
fun music
Lone Fighter - Asteroid Game
Name: Lone Fighter Description: You are a lone spaceship pilot, lost in space and unable to contact home base. Even worse, you are surrounded by the alien forces. They want you hunted and destroyed. Luckily, you own one of Earth’s coolest ships, able to teleport and destroy armadas of aliens. How long will you be able to survive? Selling points: - Asteroids look alike - Unique features and powerups to enhance the experience - Enemy AI that try and hunt the player down
Gdevelop - Platformer Pitch
Title: Assief
Pitch: Character is an “assassin” or “thief” where they have jobs to assassinate their target or steal something from a location. (In this scenario, due to lack of skill and time I’ve had to change it to be really basic). They can jump up on blocks that are solid or can jump-through certain platforms. Collect coins that are placed around the map and kill the slimes to earn more points.
Stuff I wanted in this game but was unable to do:
In the event of having more time, experience, and research with Gdevelop the points would be used to buy items. However, the game is not highly developed to be able to do this yet. I also wanted to include “traps” that move around in a specific path to “kill” the character to protect the location of which you need to get to. Additionally, I also wanted there to be “watch towers” that look around with a beam of light and if you are exposed by that light you die (restart) the map. However, since these ideas were not input to this first game, there is a chance that with this I may have a chance to develop it into the next upcoming games.
Player Controls:
A – Move Left
D – Move Right
Space Bar – Jump
Selling Points:
I made two sections where the player had to continue jumping on top of the slimes to continue and complete the level otherwise, they would fall and need to restart. If the things I had been unable to input to the game was added, the game would be a little unique and different to other platformer games.
Below is an image of the level I created: The starting point is the bottom left and the end is the top right.