Self Study 4.B | KIT207 Portfolio


Self Study 4.B | KIT207 Portfolio  

Welcome to 4.B, I'll present 3 Ideas for games. Thats all, save for some justifications, target audience and such.Now they aren't enitrely twin sticked (the theme), but I picked my brain for ideas that I found really funny or engaging. 

Idea 1: Melon Escape 3D.  

You know it, you love it Escape From The M'lon Factory but, 3D! A 3D endless runner, where you need to jump, dive and use a seed and juice based jetpack to dodge obstacles like, shredders, shark rocket missiles, slammers and Big Boss.  

Using randomly generated obstacles, that get progressively more numerous and difficult and until you can't get any further, but with potentially powerups and tools at your disposal, you may be able to escape!  

Target Audience:  

This game would be intended for teenagers and young adults. This might be due to the complexity of the  controls, younger audiences might not be able to properly use the controls ruining their enjoyment, nor may the content be entirely suitable as there might be some, blood ajacent visuals or violence.  

Viability:  

Melon Escape 3D capitializes on endless replaybility, given by its randomly generated obstacles, powerups and tools give the ability for players to try out different ideas or things to get a bigger run going and get rewarded, leading to a positive feedback loop.  

Prototype:  

Ideally, a prototype would focus on gameplay, getting things like the running and obstacle spawning done first, as it is the foundations of the project.

Idea 2: ROBO DIVER  

Trapped! You are stuck in a extremly deep cave system, with no idea how to get out, but something is in there with you. The only thing you have, is a small robot companion, who you can control and program to map out a route to your salvation.  

ROBO DIVER is a game about stratergy and observation, you need to control your compoanion and the best way out with out being killed. You can input various commands and countermeasures, while managing your robots powers and systems to keep it safe, and you safe or you can go all in and try to get through quickly, but that might be risky..  

Target Audience:  

This game would be intended for young adults and above. Its controls could potentially be quite complex and its content heavily rooted in horror might cause some grief, so it would not be geared towards that audience as it would be unsuitable.  

Viability:  

ROBO DIVER capitalizes on tension, rougelike qualities and captivating strategic gameplay. The gameplay loop will try and hook people in for a tense yet thought provoking linearish story.  

Prototype:  

A game space that focuses on gameplay, not graphics. Interfaces for the robot, controls, AI for threats.    

Idea 3: Lumberhacked  

Chop wood, then get more wood, then get upgrades and chop more wood. You just love chopping wood! Deforestation be dammed!  

Lumberhacked as a simple loop, it’s supposed to be a kind of a cozy game, featuring various trees that get bigger overtime.  

Everytime you chop a tree down, you can sell the wood then grow new trees and buy upgrades to cut even more trees, bigger trees, harder and more difficult to chop trees and so on.

Target Audience:

Aimed at younger people, but available to everyone, controls should be rather simplistic and content is very tame, up to personal taste.

Viabilty:

A small niche game like this might struggle to make a big splash, but may hit home for a select audience.

Prototype:

A prototype focusing on gameplay, a field of trees chop, then get cash for turning wood in, then have an upgrade menu that changes and enhances gameplay.      

Idea 4: Party Golf 7  

Like desert golf, but with friends x7.  

Target Audience:  

Everyone  

Viability:  

Infinitely successful.  

Prototype:  

 would take too long to make such a amazing game.  

(this is a joke)

Thanks for checking out my Idea Devlog, I'll check in next week, for Lighting and Shadergraphs. (Oh dear).

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