Game: PulseCity

Our project is about being more attentive. The game imposes a common goal, but only lets each player view a part of it. By eliminating the ability to chat, all communication is limited to two simple gestures: Happy and sad. We came up with the idea to make a puzzle that can be solved only by listening and cooperating with one another. The pulse servers as a stress factor the sets the pace of the game.
 
 

Diversifiers

Stay Inside The Box: The whole game takes place in just one screen, no scrolling or changing screens in any way is allowed.
More the Merrier: The game is a competitive or cooperative multiplayer "party game" (i.e., based on minigames, humor, 4+ players, audience engagement, etc.), meant for one screen or more.
Approved for All Audiences: The game must not show any violence, not even cartoonish. Stepping on living mushrooms is off the list, as is killing any type of enemies, not even undead, though we know they’re already dead…
May the (Web) Force Be with You: The game runs in a browser with no plugin.

Platforms

Windows
Web standard (Html5, Java, JavaScript, Flash)
 
Made with NODE.JS and Open Socket Protocol
 
 

Updated

Saturday, January 26, 2013 - 15:30

Team

 
OferZ's picture
Ofer Zivony
Ido Yogev
TaliHalevy's picture
talihalevy
Yoav Luft
navotgil's picture
Gilad Navot
Avi noam
 

Credits

We thank Arnold Nesis for the sounds and Aviad Gispan for the help with the game design.  

Comments

OferZ's picture
Submitted by OferZ on Sat, 01/26/2013 - 21:56

I thought I might as well add a bit more about the gameplay:

The game is for 3 players, each controls a different element on the board: Tiles\Houses\People.
Each player gets a personal goal of placing his elements in a certain formation
(The formations don't contradict each other, but each player can see only his own goal).

The Tiles (meaning the dark ones) may be moved if they are empty (only by the one in charge of them).
The Houses may be moved (only by the one in charge of them)only if they are empty of people (to empty tiles).
People may be moved (only by the one in charge of them) only to houses - up to 3 per house.

All the moves take effect simultaneously with every "heartbeat"
(if a house or a person has been moved to a place that moved - it moves with it).

If a player is stuck or doesn't want to move anything he\she should instead give a feedback (happy\unhappy) on a certain square.

The game is lost if one of the players fails to make a move or give a feedback before the "heartbeat"

The puzzle is solved when all reach their goals.

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