Teamrace with Specials

TL;DR: A racing game, where you try to get your slowest team-member across the finish line first and can discover and do hidden jumping-and-bumping-challenges to activate special effects along the race track at the cost of occupying a team-member for a while. This is Wiktor Manczarski’s and my solution for the challenge to make a game with an easter-egg that is a distinct game itself.

Ambulance

For this game we were asked to use a random generator. One of the combinations the wonderful grow-a-game cards spit out, was “Cooperation-Disease-GTA-Creativity”, which inspired Marie and me to a cooperative racing game in the health-sector – “Ambulance”. One player drives the car, in a simplified version this is just the three lanes seen in the sketch, the other person tries to keep the patient alive until they reach the hospital by playing a game of dexterity. Every time the driver makes sudden movements, the medics job becomes harder―life-threatening errors ensue. Thus it’s necessary that the players, who are sitting next to each other and playig on their phones, communicate well―especially the driver before they make maneuvers.

Destinies

One of the two game ideas for this weeks should be an “impossible” game by deconstructing a genre. The challenge is to reduce such a genre to it’s core mechanics and then remove one of those, essentially making it “impossible” to adhere to the genre-as-is. Examples would be “RTS without units”, “Beat Game without Music” or “RPG without playing a character”.

“Destinies” results from the last of these primary generators. instead of playing a character, the two players play disembodied forces of luck and misfortune, triumph and defeat. A rather dim-witted hero stumbles through a dungeon in an attempt to get the loot and rescue the world. The player of luck plays cards to see them succeed, whereas misfortune tries to make their life harder.

Waves

Another game design for the first challenge of this semester, this one plays with the concept of pressure- and sound-waves for solving a variety of physical puzzles.

Feather

This is the first of a set of sketches for the VU “Game Design” at the Vienna University of Technology. The idea for the game is rather simple―instead of playing the big characters, you’re playing the small side-element. Imagine mellow, emotionally music playing while you use swipes or presses to generate small gust of wind, which blow along a feather and carry it along through a maze of difficulties to finally reach Forrest.