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1 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
2 | Crypt of the Necrodancer | Complete various levels and bosses and beat the Necrodancer at the end | Survival, exploration, visuals and sound tell narrative | Rhythm rogue-like | Gold | High score competition | Player can only move on the beats of the music | Player has choice of what items to pursue or purchase | Speedrunning community | Programming a rhythm game like this | |||||||||||||||
3 | Crypt of the Necrodancer | To make your way through the different zones by rescuing people and killing enemies | Hero saving people from a crypt | Adventure game | A picked up broad sword | Protagonist | You need to move with the beat to inflict damage | Purchasing of equipment while in the dungeon | Community mods | The idea of a lobby and then levels that you enter | |||||||||||||||
4 | Crypt of the Necrodancer | To beat the boss at the end of each level | Music, rhythm? The narrative was more of an aside | Rhythm/Roguelike | Weapons | Single player verses game | Skipping a beat loses your gold multiplier | Players stay on the beat to keep the gold multiplier and to not lose their turn | Wikis and guides | Timing events the way this game does so smoothly. | |||||||||||||||
5 | Crypt of the Necrodancer | To dance your way to the final level. | Dungeon-themed | Action Rogue-like | Health. | It is completely single player. | You need to hit your keys in rhythm with the song otherwise you won't move. | Techniques on how to beat certain enemies require unintuitive movements. | You can import your own music. | How to procedurally generate the levels. | |||||||||||||||
6 | Crypt of the Necrodancer | collect diamonds, defeat enemies, progress through levels | You are an explorer looking for some secret locked away in a crypt. | grid-based real-time RPG | weapons | co-op play availabiility | You cannot progress through hard stone. | nodding your head to keep up with the rhythm | hearing this game's music in the background at my D&D games | the grid-based RPG elements | |||||||||||||||
7 | Crypt of the Necrodancer | To survive the dungeon | Protagonist wants to find the truth | Rhythm/Adventure | Gold | Adventurer | Move according to the beats | Enjoying the music | Guides on how to approach each monster | Syncing the beats of a song with gameplay | |||||||||||||||
8 | Crypt of the Necrodancer | Keep the beat, beat the level | Beat Dungeon Crawler | Dungeon Crawler | Heart beat | Protagonist | Follow the beat | The user hopping back and forth to maintain the beat | Mods allow the communit to get involved | The beat mechanism is very novel, so I would like to learn about how to integrate sound with game design | |||||||||||||||
9 | Crypt of the Necrodancer | Complete dungeons, get loot, find who stole heart | Death | Rhythm/roguelike | Shovel | multiple individuals vs game - players can compare scores on a leaderboard and try to have the highest score. | Diamonds will be lost if you don't return and spend them in the lobby | Learn what monsters look like one turn before they will attack so you can avoid them. | Players suggest new enemies/weapons on the official forums | I would like to learn how to make a fun, simple, fast tutorial such as the one in this game. | |||||||||||||||
10 | Crypt of the Necrodancer | Defeat the necrodancer. | A necrodancer stole your hear. Defeat the necrodancer and you will get the heart back. | Single player. | Diamonds. | Protagonist. | You have to move at the beat of the song. | The player explore around dungeons. | Music, dance, and demons. | Writing musical code. | |||||||||||||||
11 | Crypt of the Necrodancer | Defeat the NecroDancer | Dungeon exploration | Rhythm Based | Diamonds | Protagonist | Move to the beat | Run away from enemies instead of fighting them | It's derivative of other dungeon-style games, but it's uniqueness comes from it being beat-based | I liked the music, and I like that you can use your own music! That would be a nice feature for any game. | |||||||||||||||
12 | Crypt of the Necrodancer | To make a rhythmic way through a dungeon | Protagonist girl fighting through dungeon to find her heart | Rhythmic Dungeon Crawler | Gold | main campaign is Player vs Environment | You can only act on rhythmic pulses | player has to make decisions on preferred combat style | You can add custom music | The procedural level generation | |||||||||||||||
13 | Crypt of the Necrodancer | Advance through the levels to progress the narrative | Mysterious | Rythm | Gold | Beast Master. You save him and he lets you train on enemies | You must input commands to the rhythm of the beat | Buying upgrades? | Warlock cursed your heart | Creating timing windows for player input adds a unique element to gameplay | |||||||||||||||
14 | 14 | ||||||||||||||||||||||||
15 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
16 | DOTA 2 | Destroy enemy ancient by defeating enemies and pushing into enemy base | Character-based story | Lane-based team multiplayer game | Experience points | Cooperative relationship between players on the same team | Turrets do damage to you if you approach them | Player can move their character to where they want in playable area | Competitive community | Modeling and animating characters and environments, environmental storytelling | |||||||||||||||
17 | DOTA 2 | Destroy the enemy towers and enemy heroes | Heroes in fight one another | MOBA | The many items used to heal or increase abilities | Collaborator with other teammates | you must right click to move and attack enemies | Players can help each other or not | Online marketplace where you can buy weapons for heroes | Creating items that would better the ability of a hero/character | |||||||||||||||
18 | DOTA 2 | Work together with team to destroy the enemy's ancient. | Heroes fighting with each other to win a prize | MOBA | Gold | Hopefully Social and not spoilsports | Each chosen hero has their own roles | Communicating with each other to complete the objective | Aesthetic Equipments | Different kinds of heroes and their interactions. | |||||||||||||||
19 | DOTA 2 | To destroy the core of the enemy team | None apparent | Moba | Purchasable items (e.g. boots) | Team competition | Last hitting a minion rewards gold | Specific champions go to specific lanes depending on their role | Dota 2 itself is derived from a mod of Warcraft 3, and shares many elements with it | How to make a game handle and communicate so much at once and run so smoothly. | |||||||||||||||
20 | DOTA 2 | To defeat the other team. | It's a fantasy themed game all about battling. | It is MOBA. | Health. | Players cooperate with their team to fight against the other team. | You can't leave the map. | A metagame of which characters to select based on other players' selections. | Their are really large tournaments. Like the International. | Networking. | |||||||||||||||
21 | DOTA 2 | Get Money, Get damage, Kill others, Win | You are trying to destroy the enemy nexus | Multiplayer Online Battle Arena | Items | you work with a team, to beat the other team | Characters scale off items | Creation of builds for characters which optimize the character for the current meta game | Somewhat of an E-sport | Game balancing which allows a multitude of items | |||||||||||||||
22 | DOTA 2 | Defense the core and destroy enemies' core | Control a hero to fight with enemy | Multiplayer online battle arena | Can buy different weapons or armors | Multiplayer (Player vs. Player) | Gain experience to level up by killing creeps or enemy heros | Team fights happen a lot after the early phase of the game | Ban some op heroes to balance the game | Those beautiful magic spells | |||||||||||||||
23 | DOTA 2 | Cooperate with teammates, destroy other team's ancient | War | MOBA | Gold | Team competition - relationship between player and teammates | When you die, it takes time to respawn | Talk to other players to develop a strategy and work together | There are unofficial DOTA 2 tournaments, which are recorded and watched by other players on youtube | This game has a great UI and makes a bunch of satisfying noises when you click things, which I would like to learn to do | |||||||||||||||
24 | DOTA 2 | Help his/her team defeat the opponent team. | You are one of five heroes on your team. | Multiplayer online battle arena. | Gold. | Team competition. | You get more gold by killing enemies. | Players can discuss strategy and tactics through chat apps. | The importance of teamwork is echoed through the game. | How do you start when working a big game like this. | |||||||||||||||
25 | DOTA 2 | defeat the enemy base | You are heroes warring against another heroic faction. | real-time strategy | creeps | MOBA | Towers attack the enemy closest to them. | running back and forth between the fountain | There are unkind stereotypes about people who play a lot of Dota or League of Legends. | goons like the creeps | |||||||||||||||
26 | DOTA 2 | Destroy the other team's "ancient" | Work with your team to defeat the other team | MOBA | Gold | Cooperative PVP | you gain gold by killing your opponents things | Creep Blocking | custom games | the characters with built in abilities | |||||||||||||||
27 | DOTA 2 | destroy opponent's base | Destroy the enemy's ancient at all costs | moba | experience | team of 5 vs team of 5 | you have to buy items with gold | ganking heroes that are strong midgame usually go mid. | custom games | Dota has really good multiplayer system. It would be awesome if we could cover that | |||||||||||||||
28 | DOTA 2 | Capture the enemy's base | Middle Ages battle | MMORPG | Gold | Collaborator | You can stand by the fountain to heal. | Run into the enemy's territory so you die and can't play for a few seconds. | DotA is a mod of Warcraft III, so it's really in the cultural layer of that game. | I like that the screen has a lot of information that's fairly well organized. | |||||||||||||||
29 | DOTA 2 | Destroy the enemy base | Fight for glory | Multiplayer Online Battle Arena (MOBA) | Gold | Team Radiant vs Team Dire | Earn money by getting the killing blow on minions | Gearing up your character | Some heroes are discouraged from play | A diverse character selection | |||||||||||||||
30 | 1 | ||||||||||||||||||||||||
31 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
32 | Every Day the Same Dream | Complete all endings to reach final ending | Repetitiveness | Adventure puzzle game | Number of endings completed | Players discussing meaning of game in comments | Players can move only left and right slowly | Players can pick up or activate items as they choose | Societal commentary | Making a game on a browser | |||||||||||||||
33 | Every Day the Same Dream | To interact with 5 different events or things and break your dream | Single character, living out the same dream each day | side scroll interactive game | Your Wardrobe | Sole player attempting to beat the game. 'Protagonist' | You must complete the 5 events before the dream is broken | How the character interacts with the environment is different for each player | This game is very much an art form and a description of life | How to restart the game and remember which actions were taken | |||||||||||||||
34 | Every Day the Same Dream | Do something out of the ordinary | Soul Sucking working life | Life Simulation | Interactions | Explorer | The controls are limited to movement and interaction | Interact with everything | How we view the world after we play this game. | The mood of the game. | |||||||||||||||
35 | Every Day the Same Dream | To 'become a new person' | Depression/Monotony of modern life | Art | Clothes | Single player vs game | You can interact with some pieces of the environment. | Players can accomplish many of the goals in one day, or go through most of the game naked | Critically acclaimed, prompted discussion on what games are and aren't | Meaningful and engaging actions | |||||||||||||||
36 | Every Day the Same Dream | find five steps to a new person | social commentary | side scroller / search and find | the lady who tells you how many steps are left | single player protagonist | You can only move left or right. | hitting spacebar at random intervals until stuff happens | perhaps a metaphor for everyday life | the progression | |||||||||||||||
37 | Every Day the Same Dream | Go through daily repetitive patterns. | Story of the everyday life of a cubicle worker. | Single Player vs Game | Endless Life. | Citizen. | You can go left or right. | Turn off the TV before leaving. | Workaholic behavior in modern society. | Minimalistic but detail-oriented characters and environment. | |||||||||||||||
38 | Every Day the Same Dream | Interact with the environment | Corporate life | Artsy Game | The number of days left in the game. | It is single player. | You can't move outside certain areas. | The order of the five actions required. | This tried to say a message about labor. | Nothing. | |||||||||||||||
39 | Every Day the Same Dream | Find all of the interactions | Exestensial crisis | RPG/Puzzle | Interactions/triggerable events | Single player rpg. | Can't pet the cow twice | Trying to avoid doing the same thing twice | Anti-establishment sentiment | How to frustrate the user | |||||||||||||||
40 | Every Day the Same Dream | Find the way to start a new life | Normal life of a working class man | Art game | Different actions can be taken for one day | Single Player vs. Game | The man will get fired if he goes to work wearing only underwear | See yourself jumping off the building | Explore the game in different order | How the character moves | |||||||||||||||
41 | Every Day the Same Dream | Go to work | Existential crisis | Art | Clothes | Protagonist | You may not go to work naked | Always turn off the alarm clock! | Reflection of our monotonous, fast-paced lifestyle | Emotional investment in such a minimalistic game | |||||||||||||||
42 | Every Day the Same Dream | Experience the story/message, find how to escape the daily loop | Apathy | walking simulator | Ability to walk around(?) | Single player versus game | You must interact with objects in specific ways to advance the story | Try to change the daily loop as quickly as possible because doing the same loop over and over again is boring. | Players debate with each other on forums as to whether this game is boring, worthwhile, and what the message is. | This game uses very simple art assets and music to create a great atmosphere. | |||||||||||||||
43 | Every Day the Same Dream | explore, interact with people | repetitive daily life | adventure? | clothes (you can choose to put your suit on ) | PvE | you can't walk past the "don't walk" sign | the player gets to choose who they interact with | this game means something different to everyone | The art style | |||||||||||||||
44 | Every Day the Same Dream | complete hidden objectives to finish the game | Exploration of mortality through a man's "life" | RPG?? | clothes? | PvE | you get fired if you're naked | you learn not to repeat the same actions | I don't think there are any? | The changing environment based on character choices | |||||||||||||||
45 | Every Day the Same Dream | Find different ways of ending your day | Figure out what is going on | Mystery | Elevator Lady gives cryptic help | Wife who never really speaks to you | Spacebar to interact with anything | Going to work | Player is dressed in what we call "business attire" | A subtle way of giving hints to players | |||||||||||||||
46 | 8 | ||||||||||||||||||||||||
47 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
48 | Hearthstone | Reduce enemy life to zero to win, advance through competitive ranks by winning against other players | "Adventures" tell stories through narration intertwined with battles | Collectible card game | Mana | Players compete on a competitive ladder | Gain 1 mana per turn | Deckbuilding, choice of what card to play | Deck building community | Maybe like how to hold player information on a server | |||||||||||||||
49 | Hearthstone | To eliminate the other player from the game using the cards drawn | Play as a hero, trying to defeat other heroes | Turn based strategy | The different card types | Player versus the game. Also player versus player | Specific amount of mana you can use per turn | How the cards in your hand are played, and how your opponent approaches your cards on the field | Hearthstone has a large following and plenty of cosplay | Creating cards and random decks | |||||||||||||||
50 | Hearthstone | Collect cards/Create better decks/Win card matches with random players | I think the narrative extends from the warcraft narrative. | Card/Strategy | Coins to buy boosters | To dominate other players with their strategy and cards | 30 cards per deck | To get more cards faster, players will spend real money to buy cards | Sharing of deck builds | The component of addiction | |||||||||||||||
51 | Hearthstone | To bring their opponent's hp to 0. | No narrative outside individual adventures | Collectable card game | Cards | Player vs Player | At the start of each turn you gain a mana crystal, which are used to play cards | Many unexpected synergies between cards are found, many cards are never used outside of the Arena format | Active community | The stack that decides the outcome of the interaction of all cards. | |||||||||||||||
52 | Hearthstone | Defeat other wizards. | A wizard competing with other wizards. | Player versus player. | Magic Cards. | Competitor. | The number on the card correspond to how powerful its spell is. | Using cards to cast spells in order to destroy your enemies. | Historical perspective on the power of magic. | Colorful graphics. | |||||||||||||||
53 | Hearthstone | Beat your opponent with your own deck | World of Warcraft background card game | Collectible card game | Different cards including minions and spells | Player vs. Player | Die when health is below 0 | Play a combo to clear the board or kill your opponent | Create your own deck as you want | The interactions of two cards when attack | |||||||||||||||
54 | Hearthstone | Build effective decks, defeat opponents and gain ranks | Lighthearted humor | Card game | Cards | Player versus player | Players must play against others of similar ranks | Players learn the most popular builds/cards/strategies so they can counter them | There are tons of youtube channels devoted to players showing good Hearthstone strategies and builds, which impacts what other players use | This game uses simple concepts while still allowing for the existence of complicated strategies, which makes it universally appealing | |||||||||||||||
55 | Hearthstone | To defeat the AI/other players in a card game. | Fantasy world of Warcraft fighting | Competitive Card Game | Health. | Competitive multiplayer | Every card requires a certain amount of Mana. | Which cards to use in which order. | You can play against other people so communities have sprouted around hearthstone. | How to develop an app that doesn't destroy your battery. I found it didn't do a whole lot to my battery life. | |||||||||||||||
56 | Hearthstone | To lower opponent's health | War/battle | Digital card game | Minions | Protagonist | Your minions must wait one turn before they can attack | Play cards before attacking | There's a whole subreddit devoted to discussing strategy behind this game. | I like the sound effects. | |||||||||||||||
57 | Hearthstone | Reduce Life of opponent to 0 | Fantasy Tavern game set in the Warcraft Universe | Collectable Card Game | Cards | You play as a character in the world, not protagonist per se | Mana caps your play options | Meta Game, Strengths and weaknesses arise against certain decks | Popular on social media like reddit and highly streamed | Building an inventory system for characters | |||||||||||||||
58 | Hearthstone | defeat the enemy | You are a general or magician in the Warcraft series playing cards with others. | online card game | mana | one-vs.-one multiplayer competitive battle | You gain one mana each turn. | save the Arcane Blast card for when multiple enemies are the field | fan art on deviantART | voice acting implentation | |||||||||||||||
59 | Hearthstone | to get opponent to 0 life | Card game in a tavern | Card game | mana | PvP | cards have mana requirements | learning to use "combo" and other effects in cards | BMing, spamming emotes when lucky | interractions between cards is really interesting | |||||||||||||||
60 | Hearthstone | bring opponent to 0 health | card game in a tavern in a fantasy world | collectable card game | cards | PvP | cards cost mana to play | different decks are viable depending on the current meta | Emotes mean very different things depending on the situation | I would love to get some insight into the scalability of the hearthstone engine. They release new game types weekly with new rules, so it must be built on a very flexible framework | |||||||||||||||
61 | Hearthstone | Reduce enemy player health to zero | Duel other heroes for glory | Card game | Armor | not sure | You must have an appropriate amount of mana to summon a creature | Playing your turn til completion | You can interact with other players through pre-written responses. It is customary to say "Good game" after a game | Synergy between game elements | |||||||||||||||
62 | 7 | ||||||||||||||||||||||||
63 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
64 | ICE | Take over all bases | Destroy all enemy team bases | Strategy | Upgrades to your ships | Single player versus th | You can only overtake adjacent bases | Which bases are over taken at a specific point in the game | There isn't one. No mods, or fan fiction. | How to create the ships all moving in unison towards the objective. | |||||||||||||||
65 | ICE | Conquer all the other bases and eliminate other player | Conquer other worlds? | Strategy | Ships or Bases | Achiever | Tap to move | Get as much exp as possible to level | Don't really know for this game | Tap controls | |||||||||||||||
66 | ICE | To conquer all bases | none | Strategy | Ships | Player vs game | Ships can only be sent to one location at a time | Getting as many bases as possible to create units more quickly | Unsure | How to make a game that actually makes money in two days | |||||||||||||||
67 | ICE | Take over all the ships of other armies and don't lose yours. | You are a captain and you have an army of ships. | Single player. | Speed. | Protagonist. | You can only take over ships that you're currently connected to. | If connected to ship, you can attack by touching it on the screen. | The game kind of prove the point that to win wars, you sometimes have to lose something. | How to design non-annoying bright color components. | |||||||||||||||
68 | ICE | Capture all bases | Minimalism | Strategy | Ships | Single player versus game | You can only capture bases connected to your current captured bases | Protect bases that support the most connections first | It's similar to other games like Risk. This doesn't really have a cultural impact itself, as far as I know. | I like the fluidity of the movement of the ships. | |||||||||||||||
69 | ICE | To take over the other bases. | Abstract space | Action RTS | The number of units. | Compete against the AI. | You must always have at least one base to survive. | What bases to take and what order is decided by the player. | Since it's mobile, you can show this to your friends/ignore them by playing this game. | How to develop a good game AI. | |||||||||||||||
70 | ICE | Taking all bases to win the game | Taking bases with airship | mobile game | Level up to upgrade airships | Multilateral competition | The base is taken if health is below 0 | Spawn more airships by taking over the base | Create your own strategy to beat other players | Airship that fires | |||||||||||||||
71 | ICE | Capture enemy bases, defend own bases | War/Domination | RTS | Ships | Single player versus game | You cannot divide your ships to multiple bases in simple mode | Players must pay attention to where enemy ships are going in order to defend their bases | There are let's plays of ICE on youtube | This game looks great while only using simple shapes | |||||||||||||||
72 | ICE | Capture all of the enemy bases. | unclear | real-time geometric strategy | all of your ships | single-player combatant | You need to be connected to an enemy base to capture it. | Trying to capture bases connected to the bases you want to capture. | connectivity to Facebook | hive mentality | |||||||||||||||
73 | ICE | Take over the entire map | Shape game | Real Time Strategy | Minions? Chips? Floating things that do your bidding | Competitor | Your minion things must travel | Players must watch their own "bases" while trying to maximize potential to capture other bases | Achievements link to the android game server. these allow comparisons between friends | Large amounts of items on screen without lag. Also, Scaling screens, zoom in, and zoom out. | |||||||||||||||
74 | ICE | capture all the bases | You have a team of starships trying to rule the universe? | minimalist strategy | starship units | PvE | you can only attack bases adjacent to one you control | you learn to cut off other teams routes to bases they are attacking | none I can see | AI characters | |||||||||||||||
75 | ICE | control all nodes of the graph | pilot your space armada to victory | strategy | units | pvpvpvp | you must own an adjacent node to capture a given node | cutting player off is sometimes a better strategy than defending | n/a | mass unit management | |||||||||||||||
76 | ICE | Capture all bases | Space War | Strategy | ships | Team color | Your squad can only attack one thing at a time | Capturing a base | Not sure | Tactical AI | |||||||||||||||
77 | ICE | Use fleet of ships to take over game area from enemies | Conquest | Real-time strategy | Ships | Competition for scores | Tap a location to move ships to it | Players choose where to send ships and what strategy to pursue | Can't really think of one for this game | maybe iOS /android games | |||||||||||||||
78 | 5 | ||||||||||||||||||||||||
79 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
80 | Lovers in a Dangerous Spacetime | To rescue the Universe from the anti-love and fix the generator | Universe is being taken over by anti-love | Action/Adventure | The shield for your ship | Collaborator with multiple other players | You must move the ship through the | How you can control your companion. If you're playing with a second player you don't have that ability. | This game could be seen as an art form | The 2D world | |||||||||||||||
81 | Lovers in a Dangerous Spacetime | Complete levels to free creatures and defeat the Anti-Love forces | Teamwork | Co-op 2D shooter adventure | Creatures collected | Intensely cooperative, collaborative gameplay between players | Shooting enemies damages them and eventually defeats them | Player(s) choose where to move to in each level and can explore freely | Fan art | Pleasant 2D graphics | |||||||||||||||
82 | Lovers in a Dangerous Spacetime | To coordinate to rescue bunnies and keep the ship from being destroyed | Love? | Co-op action | Ship parts | Cooperative | Bunnies open doors and portals | Players alternate and coordinate different roles depending on the situation | Let's Plays | Interaction between different controllable elements and the environment. | |||||||||||||||
83 | Lovers in a Dangerous Spacetime | To get through each level, save bunnies/defeat anti-love | Save Love from Anti-Love | Action/Platform | The ship | Socializer | 2 player game, if one person plays, then he controls two characters | I like to ram the ship into things | I'm sure this game as a huge fanbase which probably contributes to the cultural layer. But I am not sure of the specifics. | This is quite a successful indie game so I want to learn the factors that contributed to this game's success | |||||||||||||||
84 | Lovers in a Dangerous Spacetime | To collect bunnies. | Space adventure | Couch Co-Op | health | It's a cooperative game. | you can't leave the spaceship | Working together to ensure every station is covered. | Brings friends together. | Utilizing a controller. | |||||||||||||||
85 | Lovers in a Dangerous Spacetime | Collect Bunnies, pilot a ship, shoot things | Space, | Couch Co-op | Health | People are assigned roles and must co-operate to successfully pilot the ship. | Only players in the designated station can control the designated mechanic | Fighting over stations | Local Co-Op game, can only be played with other people. | Multiple Controller input | |||||||||||||||
86 | Lovers in a Dangerous Spacetime | Go through each level by fighting with alien | Fight the alien with your teammate in an airship | Action, Platform | Different equipment for fighting enemy | Cooperative play | One equipment can only be used by one player | Cooperate with team to survive the attack by alien | Different players take different responsities | The gun on the airship | |||||||||||||||
87 | Lovers in a Dangerous Spacetime | Work together, free creatures, destroy enemies | Love <3 | Shooter | Shield | Cooperative play | Players can only operate one machine at a time | Players talk to each other to organize where each plans to go | Players have made fanart and captured gifs of the game to post to tumblr/reddit | I would love to make a game that's this cute. | |||||||||||||||
88 | Lovers in a Dangerous Spacetime | Explore and defend yourself. | The player is stuck in space and have to defend his/her battleship. | Single player mode. | Gems. | Collaborator. | To destroy enemies, shoot at them. | Collaborator can compete even when playing together. | Teamwork is important in relationships. | Color Design (colors combinations that work better together). | |||||||||||||||
89 | Lovers in a Dangerous Spacetime | Free trapped bunnies | Rescue love in space | Platformer | Health | Protagonist | If you run into the wall, you lose health | Make your pet do all the shooting because you can't aim | It's full of stereotypes of cuteness, like bunnies and rainbows | The graphics! The animation is perfect for promoting a light attitude. | |||||||||||||||
90 | Lovers in a Dangerous Spacetime | q | save the universe from evil by using teamwork | adventure game | yamato cannon charge | co-op | you have to be at the correct station to pilot the ship | one player should drive while the other defends. | n/a? | Co-op system | |||||||||||||||
91 | Lovers in a Dangerous Spacetime | collect bunnies, kill evil things, save universe | save universe from antilove | co-op shooter/adventure | health | co-op vs Game | you need bunnies to continue to progress | you learn to have one driver and one shooter | none are evident | enemy spawning | |||||||||||||||
92 | Lovers in a Dangerous Spacetime | Fight through enemies to rescue allies | Save the world! | Co-op adventure | Your health | Player and Pet | You can only operate one machine at a time | Unlocking a door by rescuing all the bunnies | sci fi theme | Interesting level design | |||||||||||||||
93 | Lovers in a Dangerous Spacetime | Save bunnies, traverse portals. | The heart reactor is broken; we must restore it to restore spacetime. | space adventure | Your trusty space-pet | cooperative play | The guns on the cardinal directions can only move 180 degrees. | letting the dog use the shields | wanting to get my friends together to play this in a group | That killer dog A.I. | |||||||||||||||
94 | 11 | ||||||||||||||||||||||||
95 | Game | Player Objective | Narrative Theme | Gameplay Genre | One Inscribed Resource | One Player Relationship | One Inscribed Rule | One Dynamic Procedure | One Cultural Layer Element | What from this game do you want to learn how to create? | |||||||||||||||
96 | Passage | Reach the end | Time, age | Art adventure game | The counter showing how far you have gone from the start | Discussions of the game's meaning between players | View of game world restricted to narrow passage | The player chooses which direction to go and how quickly they reach the end | Commentary about life | Hosting a game on a web page | |||||||||||||||
97 | Passage | Only lasts 5 min, you move | Experience the lifetime of the character | side-scroller | The woman character | Single player versus the game. You are the protagonist. | you can't move through obstacles | Whether you are connected to the woman decides how you can move through out the game | The game is an art form by the developer. Made to represent the entire life of the character | Learn how to block off the sections of the map you're not currently in line with | |||||||||||||||
98 | Passage | To keep walking and explore | The passage of life | Philosophical | Time | Explorer | Can't walk through objects | Don't pair with another so that player fit in between blocks | There are different interpretation of this game and those interpretations will shape the players after playing this game. | A deep, meaningful narrative | |||||||||||||||
99 | Passage | None? Perhaps to go as far right as possible | Aging | Side-scroller/art | Partner | Player vs Game | You cannot walk through walls | Players could choose not to walk at all | Some argue that Passage is not actually a game | Hard to think of anything not done in other games | |||||||||||||||
100 | Passage | None. | Human life, its beginning and sudden ending. | Citizen | Nothing really, just unlimited lifetimes. | Single player. | Death is inevitable. | Player can choose to marry or not. | Life as a whole, but mainly focusing in the brevity of our life as we know it. | Pixel art. |