My Idea : Ghost Busters!
Okay guys, here is my share of game Idea.
I read Jinying's and Chong Hao's ideas and try to combine some of the elements of each game, such as 'capturing', 'maze', 'shooting baloons', and 'strategy'.
And i came up with this idea, which i call a 'Ghostbuster' game since it really resembles the Ghostbuster series.
If anyone remember the series Ghostbusters, it involves the guys shooting ghosts with some proton beam thingie which doesn't actually destroy them , but create some sort of a field around the ghost allowing you to pull them closer to you, get a device called the 'Ghost Trap', and at the right time and moment, push to open the trap and capture the ghost.

Similarly in my proposed game, the player explores a haunted maze/ mansion with many rooms.
The player goes around the mansion in darkness, the only visible area is a small circle surrounding the player (fog of war concept)
Inside there are many ghosts, one master/ boss ghost and many little ghosts.
The trick is, you cannot actually capture the little ghosts, you can use your proton beam just to push them away for a while.
The goal of the game is to capture the boss ghost, upon which the stage is completed and you move on to another.
As the player explores the stage they must avoid the little ghosts, and try to find the boss ghost. The stage comprised of many rooms, maybe with openable/closeable doors in which you need to find keys in order to open/ close them. Ghosts can go through doors unless you stick some kind of religious artefacts on them, which will prevent them from coming through. You have a limited number of such artefacts and can be found scattered throughout the stage.
Once the boss ghost is located, you need to trick him into a specific area on the map where the ghost trap is waiting for him.
How to trick the boss ghost? When you spot him, he will try to escape and you will have to use your beam to pull him into your desired area. But the beam can only be activated for a short period of time, in which it will overheat and diminishes its power. Once this happen the boss ghost will be in a stunned state and you have a small period of time to seal the path in which he came through by closing whatever doors along its path and paste the religious artefacts onto them.
Once you trap him in the ghost trap room, you can safely use the proton beam to guide him into the trap, upon which the ghost trap will react and suck the boss ghost in.
So the game flow is something like this:
- The player starts in the room with the ghost trap. Maybe in some advanced stages the player starts in another room, and need to locate the room with the trap first.-
The player explores the mansion for the boss ghost, finding keys to open/ close doors, collecting items such as artefacts to prevent / avoid little ghosts from coming through/ disturbing you.
- The player locates the boss ghost, force him back to the trap room, locking whatever path you came through.
What do you guys think? I think it might be fun!
I read Jinying's and Chong Hao's ideas and try to combine some of the elements of each game, such as 'capturing', 'maze', 'shooting baloons', and 'strategy'.
And i came up with this idea, which i call a 'Ghostbuster' game since it really resembles the Ghostbuster series.
If anyone remember the series Ghostbusters, it involves the guys shooting ghosts with some proton beam thingie which doesn't actually destroy them , but create some sort of a field around the ghost allowing you to pull them closer to you, get a device called the 'Ghost Trap', and at the right time and moment, push to open the trap and capture the ghost.

Similarly in my proposed game, the player explores a haunted maze/ mansion with many rooms.
The player goes around the mansion in darkness, the only visible area is a small circle surrounding the player (fog of war concept)
Inside there are many ghosts, one master/ boss ghost and many little ghosts.
The trick is, you cannot actually capture the little ghosts, you can use your proton beam just to push them away for a while.
The goal of the game is to capture the boss ghost, upon which the stage is completed and you move on to another.
As the player explores the stage they must avoid the little ghosts, and try to find the boss ghost. The stage comprised of many rooms, maybe with openable/closeable doors in which you need to find keys in order to open/ close them. Ghosts can go through doors unless you stick some kind of religious artefacts on them, which will prevent them from coming through. You have a limited number of such artefacts and can be found scattered throughout the stage.
Once the boss ghost is located, you need to trick him into a specific area on the map where the ghost trap is waiting for him.
How to trick the boss ghost? When you spot him, he will try to escape and you will have to use your beam to pull him into your desired area. But the beam can only be activated for a short period of time, in which it will overheat and diminishes its power. Once this happen the boss ghost will be in a stunned state and you have a small period of time to seal the path in which he came through by closing whatever doors along its path and paste the religious artefacts onto them.
Once you trap him in the ghost trap room, you can safely use the proton beam to guide him into the trap, upon which the ghost trap will react and suck the boss ghost in.
So the game flow is something like this:
- The player starts in the room with the ghost trap. Maybe in some advanced stages the player starts in another room, and need to locate the room with the trap first.-
The player explores the mansion for the boss ghost, finding keys to open/ close doors, collecting items such as artefacts to prevent / avoid little ghosts from coming through/ disturbing you.
- The player locates the boss ghost, force him back to the trap room, locking whatever path you came through.
What do you guys think? I think it might be fun!

1 Comments:
it sounds cool. I like the idea of the buster only getting to see only a limited amount of his surrounding during the game. MAybe this can be put at higher levels so that players wont be thrown at everything at one time because they need to watch out for both big and small ghosts, collect artefacts, look out for the way, seems like lots of things at one time. OR maybe the visible area can be explored with the mouse that is acting like a torchlight? So the players can look around first.
just some ideas =)
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