• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

GAF the GAME! (XNA) one-sheet voting thread

Out of the design docs below, which one would you like to see as a full-fledged game?


Results are only viewable after voting.

ShutEye

Member
GAF the GAME! XNA studio express. Voting thread

Welcome back from Wii-land everyone. After the excitement, bitching and accounting lessons, theTrin, Zonar, myself and everyone involved in GAF the GAME! would like to invite you to vote for GAF the GAME! We have 9 excellent submissions for game ideas from forum devotees.

UPDATE

The poll has closed. Thank you everyone for voting. The response to the game ideas has been phenomenal. Every single submission would have made a great game. Now we see if GAF can make a great game.

It looks like Last Alarm and NeoGAF the NeoGAME are the number 1 and number 2 winners. Congratulations.
TheTrin is the project leader for Last Alarm and as of right now we have yet to decide who is the project lead for NeoGAF the NeoGAME.

Please give us a couple days to get organized and give everyone clear directions. Unfortunately I'm sick so be patient.

If you voted for an entry other than Last Alarm or NeoGAF/GAME please e-mail gaf.game.schedule@gmail.com and let us know which of the two winners you would like to work on.

And a special thanks to BuddyC and Sp0rsk who helped out with the poll.

And be advised that voting means you committed to contributing.

If you are still interested in contributing please e-mail gaf.game.schedule@gmail.com and answer the following questions:

- What are you primarily interested in?
- Where do your skills lie?
- Estimate how many hours per week you believe you can commit to your designated task(s) (Please make all time - estimates conservative, don't commit to what you can't handle).
- What time zone do you live in?
- When will you be available to participate in a chat or voice meeting?
- 2D or 3D?

I'll leave the submissions up because they are great.

1. Beat the Meat: submitted by Aaron

Beat the Meat!

Introduction:

Beat the Meat! is a top down 2D (or 3D) action game of cooking and violence, where the plucky chef must fill requests for the Meatie McWalters fast food chain.

Description:

This is a single screen action game where the chef player character has been fenced in with the most irate farm animals in existence. There's also a small kitchen in the center, which he must protect while preparing various orders called in by his superiors, and later picked up with a helicopter. He's armed with a sledgehammer (for tenderizing), a butcher knife (for fine cuts), a flame thrower (for char broiling), and a spice shaker. The special spices will dull an animal down at first to make them less aggressive (and tastier), but spice them too much and they'll go berserk!

The game begins with a few animals let into the area in packs, who will graze innocently on the nubile grass. Then a timer will start, and request will come in on the radio for a certain type of meat and perpetration method, which the chef must collect and bring into the kitchen. Once the request is filled, another will start until four have been completed. Then the timer stops and the helicopter collects, with points awarded on how correctly and quickly the job is done. Though attacking an animal pack goads the others to anger, attacking the chef and his kitchen. This, and filling orders incorrectly, causes the damages cost bar to rise, and once it hits the limit it's game over.

Occasionally, there will be a special animal released, like a lion or an elephant, which will be aggressive right from the start, and be a challenge to cook up. As the game progresses, the requests will also indicate what sort of spice level is expected.

Key Features:

- Experience the demanding life of a short order cook.
- Slaughter virtual animals without the mess.
- Prepare exotic delicacies made from tough boss animals.
- Protect your kitchen to keep your job.
- Earn bonus points to prove to be king of cooks.

Genre:

2D (or 3D) top down action.

Platform:

Xbox 360 XNA architecture and Windows PC.

2. Head Games (previously Untitled Platformer): Submitted by Himuro

Genre: Platformer
Game type: 2d

Premise: The main character (who's sex is choosable at the beginning, depending on your preference), is anti-social and hasn't left his/her room in months. He hasn't communicated with people with the exception of his parents, who bring him food and constantly try to tear him out of his room, where the only thing he really does is post on message boards on the internet. He's anti-social, an internet junkie, and with a little schizophrenia and bipolar on the side. At this point in time, he is starting to lose his mind. This is where the player comes in. When the character goes to sleep, we can control him while inside his dreams, to see what what exactly is going on in his mind to try and find a way to help this guy out.

The character has a weapon, which is a gun, and a few abilities that he will learn through the course of the game: such as dash, slide, and double jump - traditional 2d platformer mechanics.

Due to his psychological tendancies, we have many situations that come into play in the level design. For example, when his bipolar kicks in, which is the game's basic "gimmick", an emotion overcomes the level. Anger makes the level incredibly hot, making it hard to travel on certain areas; Sadness makes him much slower than usual, and because he's not really into fighting he won't be able to use his gun, or other weapons, making precise movements and platforming your friend rather than raw power.

Ofcourse, because the guy is schizophrenic, he's going to be wary of his surroundings. This is where all the obstacles, enemies, and platforming comes from in the game: they're his defense mechanism. He wants you out of there, he doesn't want to get better. Some enemies could be neoGAF plugs, such as the Drinky Crow cat. These appear, because they are what he sees when he is posting on message boards, which is the only thing he does aside from eating and sleeping. Anyways, to continue, his schizophrenia creates obstacles for the player, that he must topple to continue.

Ofcourse, once you beat a level, you can replay them again. Shamefully bitten from Psychonauts, we have the Collective Unconscious (hello Jung!), where the player can replay any level they so choose. Ofcourse, as I am an advocate of non linearity, the player will be able to choose any level they want in any order.

No dialouge will be used in the game, aside from a few lines of narrative script at the beginning and end.

Platform: XNA 360

3. Last Alarm: Submitted by theTrin

Last Alarm

Introduction:

Last Alarm is a 2D action game that pits the player against a constant barrage of giant creatures to gain points and high scores.

Description:

In Last Alarm, you are a lone soldier in one room with no exit. Instead, you are armed with three weapons (a combat knife, a shotgun, and a long range beam cannon), and are charged with taking on varying aggressive creatures in one on one combat. As one is killed, another appears, and the stream of enemies seems almost unending. Each fight is a boss battle, and there is no rest between fights. You will be fighting uphill battle after uphill battle.

There is hope! As you become more effective in dispatching your unkindly hosts, your life and speed automatically increase. Be efficient. Be deadly. Be unyielding.

Key Features:

- Single Player Rush
- Constant Boss fights mean every fight is a fight for your life
- Fast paced shooting action
- Three weapons, each with weaknesses, strengths, and unique moves and abilities
- A high score system that rates based on true battle efficiency and awards badges.


Genre:

2D Action side-scroller.

Platform:

Xbox 360 XNA architecture and Windows PC.

4. Harm Zwei: submitted by Attack You

Harm Zwei (tentative title)
Author: "Attack You" @ NeoGAF Forums
Design Treatment
Sept. 9, 2006

Introduction:

Harm Zwei is a "twitch" action game, in the form of a traditional scrolling shooter.

Description:

In Harm Zwei, the player must shoot down enemies and obstacles while avoiding them and dodging all shots fired from them. Enemies come in two forms: swarms and bosses. Perform well against swarms and retrieve "credits" that can be used to purchase more powerful weapons "on-the-fly." Take down bosses efficiently and ruthlessly for the best score.

Key Features:

Frantic single-player action, challenging bosses, exciting variety of upgradeable weapons, highly accessible "pick-up-and-play" gaming.

Genre:

Traditional scrolling arcade shooter.

Platform:

For XBLA.

5. Hoopathon: submitted by Vashu

Hoopathon

Introduction:

A simple yet addictive 3D action/reaction game filled with hoops and blocks challenging players reflexes.

Description:

You're stuck in a room, a room filled with blocks. In your hands, a hoola hoop. But it's not an ordinary hoola hoop. It's a weapon, and you need to use it. Only one thing can be done right now, destroy the blocks using the boomerang like hula hoops and gather the power ups to ultimately set yourself free from this 'game'.

But be careful, another player tries to take you out, and a battle for the blocks ensues. Who will prevail in this deadly Hoopathon?

Key Features:

Singleplayer
Multiplayer (Online)
Co-op
Versus
Co-op Versus
Level based championship

Genre:

3D Action game

Platform:

PC, Xbox 360 (Live Arcade), PS3, Wii

6. NeoGAF the NeoGame: Submitted by Baryn

Introduction

In the year 20XX, videogaming is in turmoil. Innovation has become the most valued commodity in the medium, and to keep other companies from copying ideas, ridiculous NDAs have been imposed that keep even release dates from being announced until the day of release. Gaming blogs and news sites have all gone under as a result. The only source for gaming news now is NeoGAF.

Description

You are Gamer M, the most revered "insider" on the planet. Use your four sources of info (IRC, IM, website source code, telephone) to get gaming news out to the gamers who have made a hobby out of talking about videogames. But you have to find the news before your rival Gamer O does! Keep fed to stay awake and go to work to be able to pay rent by the end of each chapter (level).

Flow of Gameplay

The heirarchy of zones:

-Your physical zone (there are two: your cubicle at work and your computer room at home).
--The Internet.
---Three chapter (level) types. In the IM and IRC levels, communicate with people without flaming and gather clues.
*-IM levels: Wait for the appropriate "source" to come online, IM him, and go through a PC RPG-style conversation pattern to get the info you need.
*-IRC levels: Your fellow gamers all have a piece of the puzzle. Ask them questions and when you have investigated enough, call a "source" and guess the news item.
*-Website Source levels: Visit a game company's website, view the source code, see if the website developers let a clue slip! "Clues" can be the name of a media file, partial bits of text hastily, partially deleted, and commented links to undeleted directories. Find complete pages for new games that haven't been linked to yet!
--Real Life
---Home
*-Keep yourself fed while surfing, but you only have a limited time before Gamer O beats you to the scoop!
---Work
*-You have to go to work to pay rent. You can still surf at work, but when the boss meter gets too high, press the Boss Button and look busy!

How to make this game

-Graphics are 2D. Different computer applications mimic their real-life counterparts. "Home" and "Work" are simply two different rooms with different interactive items. Home has a fridge (to feed yourself), a telephone (to call sources), and a computer (to go online). Work has a stapler (to look busy), telephone, and a computer. You control your character in this mode, possibly from a top-down perspective, or a Pheonix Wright/Snatcher style.

-There needs to be a faux-time system in the game. Levels are designed by themselves as chapters, ending when you solve the scoop or when Gamer O does first (pre-determined for each chapter). Go to Work (accomplished through a menu selection) often enough and on time so you can pay rent (due at the end of the chapter), but be productive enough at Home so you can beat Gamer O.

-The game isn't over if beaten by Gamer O. If you can pay your rent, you still have a chance to redeem yourself in the next chapter, but the number of times you win determines the game ending.

-Design dialogue choices in the IRC/IM levels. Create mock websites with mock code in the Website levels.

-Design a playable rate at which Boss comes by your cubicle at work. He comes by more often in later levels, forcing you to make better use of your time at home.

-The game engine and art assets are relatively simply produced. Any artist who can work on a game can put together a mock website. The most important people are the scenario designers.

Genre:

Sim/Adventure

Platform:

Xbox 360 XNA architecture and Windows PC.

7. Go! Go! Fish Wars: submitted by Core407

Go! Go! Fish Wars

Concept: Online-only fishing title that incorporates teamwork, RPG elements and item collecting to succeed.
Key Concepts:- Attach Me!: Items found from fishes caught that unlock attachments for your boat and fishing rod. Items range from parascopes, motors, shielding & sonar to shotgun shooters & bomb bait.

- Mr. Bananas: Helper monkey that makes your life a breeze by accomplishing the things you used to do, which include bait buying & steering the boat.

- Levelin' Up: Improve your skills by leveling up in accuracy, range & arc; allowing for access to hidden areas and small spots.

- Go Team Go!: Group up with up to three other online friends and join up to take on the bigger fish.

- Fish Fight!: Battle three other fisherman in a host of different challenges that include Catch of the Day, Jumpin' Fish, One Better,
- Catch of the Day: Either set through a timer (time??) or by a first caught basis, the user will battle with three other players in the same boat or with seperate boats.
- Jumpin' Fish: Catch as many fish with a net in the time given. (four player max)
- One Better: Weight of the first fish caught will be used as the marker while other three players attempt to catch the next fish and if heavier than the first, the other three indivduals attempt to catch a larger fish. If the fish caught is lighter than the set mark, that player is given a point and next round will begin (rounds are user set). At the end of the set rounds, players will be given a prize.

8. GAF Paintball: submitted by Fight for Freedom

GAF Paintball

Introduction:
A photorealistic 2D single screen fast paced shooting game where you battle some of GAF's most notorious characters.

Description:
The backdrop is a view of the indoor paintball course. Hiding behind the inflatable obstacles are GAF's most wanted. With content from the OT's Post new pics! DO IT NOW!! thread, and various photos of people decked out in paintball jerseys and equipment, the resulting photoshops are your targets in this high octane thriller. :p

Peering out, jumping out, running at you, these targets are relentless in their attacks, sometimes attacking in groups.

You start out with 15 paintballs, and for every target hit, you recieve 3. If a target hits you, you lose 2. When you run out of paintballs, the game is over. This game mechanic lends for some exciting and thrilling situations where the focus is not the time left or the amount of damage you've recieved, but rather how well you can play and deal out damage.

You'll find the action starting out fairly simple, and then ramping up in difficulty as you progress. Smarter AI, attacks in numbers, and faster attacks will push you to the edge of your seat.

Do you have the lightning quick reflexes to defeat the GAF paintball team, to face the baddest boss of them all, Dr. AngryCow, the lovechild of Drinky Cow and Mr. AngryFace?


Key Features:
Singleplayer
Local Co-operative
Scoreboard


Genre:
2D Action game

Platform:
PC, Xbox 360 (Live Arcade)

9. Sky Carnival: submitted by Attack You

Sky Carnival (tentative title)
Author: "Attack You" @ NeoGAF Forums
Design Treatment
Sept. 9, 2006

Introduction:

A platformer in the purest sense, Sky Carnival presents the ultimate playground for two of video gaming's most tried-and-true techniques: running and jumping.

Description:

In Sky Carnival, it is simply the player versus the platforms in timed challenges for points. No enemies or obstacles involved. Speed and precision are key factors in earning the most points. Multiple paths through stages are designed specifically to be taken advantage of by the speed-runner player, the precision-jumper player, or the balanced player for maximum points.

Key Features:

Simple and intuitive "run and jump" gameplay, family-friendly entertainment for all ages, for one player only.

Genre:

"Run and Jump" Platformer.

Platform:

For XBLA.For XBLA.

And there you go. Thank you everyone that has contributed so far. Please don’t forget to vote.

Edit: Sp0rsk's Idea
Avoid the Sack!! (work in progress)

One line blurb thing: Avoid the bad guys and grow explosions for high scores and items!

Controls: Press in a direction to move in that direction. Button presses excute techniques.

Techniques
A. Push off - Use this to bounce off oncoming attackers or Items.
B. Evade/Dash - Direction + Button will cause you to do a long step forward and backwards or small sidesteps to the left and right. Character is invincible during this move.
C. Self Destruct - In this game you only get 1 life, but you start with 5 self destructs. If you get tackled by an enemy, you die and the game is over. Thanks to the wonderful advances in technology, up to the very frame you die, you can self destruct yourself allowing you to keep your score and continue playing.
D. Explosion management - Move or dash through an explosion to enlarge the radius of the explosion. Can enlarge explosion up to 5 times the normal size. Once you hit the limit you can no longer increase the size without an item. If you have no item then the explosion disappears.

Live or Die Rules
A sack is when one sprite collides with a player when
1. The player is not in a special action
2. Player collides with enemy at the beginning 2/3rds of the tackle animation.

Enemies
Enemies constantly appear in the level. They appear randomly. In game items can cause enemies to appear more or less frequently. When an enemy is close enough to the player to tackle it will automatically tackle in the direction of the player. Enemies move faster than the players normal walk. When enemies miss a tackle, they explode. This explosion causes the surrounding enemies to explode and so on and so on, thus forming a chain.

Combos
A combo begins when an explosion kills another enemy. The combo continues until all explosions caused by the initial explosion are gone. Multiple parent explosions give point modifiers that start at 2 and go up however many you can get. Combos also cause items to appear more frequently.

Items
Super dash: Allows dashes to be canceled and switch to different directions.
Explosion roids: Allows explosions to grow larger than they could before quicker.
Free self destruct: 1 up basically.
Push off detonator: Causes anything you push off of to explode.

Visuals
A black background with Human-like figures, a Large combo meter with running point tally. I want it to be rather simple looking, unless you guys have better ideas. I'm not talkin vector graphics or anything, just simple.
Combos actively change the background image or color or whatever.

Sound
I'd like melodic fun music with some goofy sound effects for every action. I really want the actions in this game to pop out and all seem really really intense.
If you have any questions I'd be happy to field them as I am sure I'm leaving some stuff out.
Oh yeah I forgot, there will be a high score board.

I will be updating this thread later in the day with technical links from the old thread so those who were working on stuff can continue.
 
:lol some of those are really good.

Untitled Platformer, Last Alarm and Paintball sound the most appealing to me.
I'll go with Last Alarm...
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Last Alarm for the win. Tre and I command thus!
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
DSN2K said:
will their be giant crabs in last alarm ?

And more! Plus, real time weapon switching! The power of the PS3, emulated on XNA! We have the power.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Vark said:
Awsome work guys. I guess this means I have a week to update the design doc how-to!

Please do. Once we get underway, the design doc will be my life blood. I've written some design docs in the past, but some more experienced input would be invaluable.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
what happened to sporks idea (i think it was sporks...)? the one that sounded like bomberman crossed with every extend... that ould have got my vote, sounded really interesting from a gameplay perspective.

from these, i would vote for sky carnival. its a great idea and definitely sounds like its both doable and could be quite fun.

however, as i understand it, you're only supposed to vote if you plan to contribute... so i didnt.

go go sky carnival though, cause i wanna play that
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
m0dus said:
Dude, I WILL RENDER GIANT F@#$ING CRABS that will blow your socks off. I just want to get F@#$ING STARTED.

And I thought you were gonna post pics :p

I didn't make the thread. I had no control over that. Go ahead and post in this thread. :)
 

Zonar

Member
I vot for #4 Harm Zwei

...if I had a second choice it would be Last Arm


...and if I had a third it would be the fishing game ( i love the 4 player theam!)
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Hopefully the 5 day life span of the poll will allow team members in all time zones to vote without any huge inconveniences.
 

neptunes

Member
If the writing and humor in "NeoGaf the NeoGame" is really good, I will look over most of the technical screw-ups it could have.
 

JohnsonUT

Member
My vote goes to Last Alarm. I think we could get real creative on the different bosses. Anything from history to mythology to pop culture to satirizing other games' bosses.
 

Lonestar

I joined for Erin Brockovich discussion
The humour of the IRC "levels" should be directly from the people that make the funny in IRC. I'm looking at you Demi /slap
 

ShutEye

Member
Do you guys want me to update this thread with all the XNA technical links etc... from the other thread or just leave the discussion to the 9 game ideas?
 

Zonar

Member
ShutEye said:
Do you guys want me to update this thread with all the XNA technical links etc... from the other thread or just leave the discussion to the 9 game ideas?

Maybe just leave this thread for voting. but send me the links an Ill post them ot the other thread. that way we can keep both threads relavent and clean.
 

jgkspsx

Member
I'd love to play LastAlarm, but I think starting off smaller is a good idea.

I see Harm Zwei as having elements of Time Pilot, Geometry Wars, and maybe a bit of Every Extend. It would also be much easier to program in many ways.

The programming team should get extra votes ;)
 

ShutEye

Member
op_ivy said:
what happened to sporks idea (i think it was sporks...)? the one that sounded like bomberman crossed with every extend... that ould have got my vote, sounded really interesting from a gameplay perspective.

from these, i would vote for sky carnival. its a great idea and definitely sounds like its both doable and could be quite fun.

however, as i understand it, you're only supposed to vote if you plan to contribute... so i didnt.

go go sky carnival though, cause i wanna play that

Yes. It has come to my attention that I am a moron. Sp0rsk did infact submit an idea. If you love Sp0rsk's idea more than the others, post, say so, and PM me (ShutEye)

Here it is:

Avoid the Sack!! (work in progress)

One line blurb thing: Avoid the bad guys and grow explosions for high scores and items!

Controls: Press in a direction to move in that direction. Button presses excute techniques.

Techniques
A. Push off - Use this to bounce off oncoming attackers or Items.
B. Evade/Dash - Direction + Button will cause you to do a long step forward and backwards or small sidesteps to the left and right. Character is invincible during this move.
C. Self Destruct - In this game you only get 1 life, but you start with 5 self destructs. If you get tackled by an enemy, you die and the game is over. Thanks to the wonderful advances in technology, up to the very frame you die, you can self destruct yourself allowing you to keep your score and continue playing.
D. Explosion management - Move or dash through an explosion to enlarge the radius of the explosion. Can enlarge explosion up to 5 times the normal size. Once you hit the limit you can no longer increase the size without an item. If you have no item then the explosion disappears.

Live or Die Rules
A sack is when one sprite collides with a player when
1. The player is not in a special action
2. Player collides with enemy at the beginning 2/3rds of the tackle animation.

Enemies
Enemies constantly appear in the level. They appear randomly. In game items can cause enemies to appear more or less frequently. When an enemy is close enough to the player to tackle it will automatically tackle in the direction of the player. Enemies move faster than the players normal walk. When enemies miss a tackle, they explode. This explosion causes the surrounding enemies to explode and so on and so on, thus forming a chain.

Combos
A combo begins when an explosion kills another enemy. The combo continues until all explosions caused by the initial explosion are gone. Multiple parent explosions give point modifiers that start at 2 and go up however many you can get. Combos also cause items to appear more frequently.

Items
Super dash: Allows dashes to be canceled and switch to different directions.
Explosion roids: Allows explosions to grow larger than they could before quicker.
Free self destruct: 1 up basically.
Push off detonator: Causes anything you push off of to explode.

Visuals
A black background with Human-like figures, a Large combo meter with running point tally. I want it to be rather simple looking, unless you guys have better ideas. I'm not talkin vector graphics or anything, just simple.
Combos actively change the background image or color or whatever.

Sound
I'd like melodic fun music with some goofy sound effects for every action. I really want the actions in this game to pop out and all seem really really intense.
If you have any questions I'd be happy to field them as I am sure I'm leaving some stuff out.
Oh yeah I forgot, there will be a high score board.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Thanks for the support gentlemen! The voting is going far more smoothly than Shuteye and I had anticipated. Let's keep this ball rolling!
 

sprsk

force push the doodoo rock
Edited the poll to include my idea. if anyone has said they would like to see it ill just add their votes to the poll.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
More people need to see this thread! We need MORE VOTES!!

Every gafgame member is OBLIGATED to vote.
 

ShutEye

Member
sp0rsk said:
Edited the poll to include my idea. if anyone has said they would like to see it ill just add their votes to the poll.

sp0rsk, can you edit the poll to update Himuro's game to its new title: Head Games

Himuro: am I missing anything else?
 

Ghost

Chili Con Carnage!
I like Last Alarm, it sounds pretty straight forward to do but at the same time theres enough room to make it into a good game.


Some of the others sound good, id love to see a neogaf adventure game at some point, but Last Alarm seems like the best 'first project'.
 

Drakken

Member
I like the concept of Head Games. If the humor and such is done well, NeoGAF the NeoGame could be really enjoyable. And Sky Carnival sounds neat; I like straight-up skill challenges like that.

I'm not going to vote, since I wouldn't be able to contribute anything. I hope you guys do well. :)
 

Core407

Banned
Holy shit, more than 1 person voted for Go Go Fish Wars! :lol

Still, I think it could turn into a cool fishing RPG.
 

BreakyBoy

o_O @_@ O_o
Voted for Last Alarm as I think the game concept is a perfect starting game for an untested team. The other game concepts are awesome as well. NeoGAF the NeoGame should be a great easy-peasy project to program that will require a lot of writing and artistic talent to make it fun, so that looks like a good candidate for number two.

Some of the other ideas up there are awesome but maybe a bit too complex. Many of us have talked about doing a quick one-off and then moving on to a more polished and complex project once we've figured out how we work together. I think it's important that those of you who posted ideas that may not make it, please keep them in mind for the next time, as I think a lot of these (I love sp0rk's idea for instance) would make a great second project.

Although, I might be submitting my idea if there is a second project... so vote for that. :p
 
i chose head games, it reminds me of Weird Dreams


but I dont like the name that much, cuz it reminds me of

1075093.jpg
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
ShutEye said:
Just wanted to let everyone now the old thread remains open for technical discussions, programming queries, getting your grove on.

http://www.neogaf.com/forum/showthread.php?t=117107

Getting my grove on? Is that anything like gardening?

NeoGaf the neo game is a cool idea. It actually reminds me a little of Majestic, that ARG by EA back about 5-6 years ago.

I miss that game, it was cool. :(
 
Top Bottom