The Gaming Blender
Welcome to the Gaming Blender Podcast, the Game Design podcast where hosts Matt and Scott combine random game genres and elements to create exciting hypothetical games.
Join us on a creative journey as we blend puzzle-solving with action-adventure, strategy with role-playing, and more. Each episode takes you through our process, discussing gameplay mechanics, captivating storylines, and immersive worlds.
Whether you're a gaming enthusiast or a budding developer, our podcast offers endless inspiration. Explore new narratives, intriguing characters, and engaging gameplay dynamics. The Gaming Blender Podcast challenges traditional gaming norms, delivering fresh ideas and thought-provoking concepts.
Join Matt and Scott as imagination meets innovation, forging the future of gaming. Tune in, subscribe, and unlock the gateway to endless possibilities!
The Gaming Blender
Game Design Challenge: Creating Four Games in 20 Minutes
Fancy setting us a gaming challenge? Get in touch here!
The conversation features a unique game design challenge where the host, Matt, is tasked with creating four different games in 20 minutes each. The games are designed on the spot, with randomized genres, mechanics, and narratives. Each game presents a creative and imaginative approach to game design, incorporating elements of strategy, storytelling, co-op focus, and rhythm-based puzzles.
Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101
Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.
We have begun to update our YouTube channel with video playthroughs and we hope to put more up there soon https://www.youtube.com/channel/UCZTPuScm5BTf8DdwvaCj0jQ
Keep blending!
Hello and welcome back to the gaming blender. I'm Matt and I'm here with still not Scott, still not Scott. I'm here with anti Scott. I'm here with Beth. Hello Beth. Hello. Hello. This is a special appearance of Beth on the podcast. Beth is, Beth is my podcasting partner and also my real life partner who has been dragged into today kicking and screaming for Spunce something special, haven't you? Yes. Yeah. Your relationship with gaming is generally watching me gaming and swear at the screen, isn't it? as in you're squaring at me. Me squaring? You're not randomly interjecting and just yelling at the screen. That's what it sounded like. I'm trying to game here. Yeah, no, that's pretty much it. I prefer to watch. You prefer to watch? You're generally one of these games, you like a game until a second analogue stick comes, until you need to move the camera. And I don't know if there are people out there that love to game and hate the idea of moving the camera around, which is, I think it's valid. It's quite painful. Yeah, yeah, because in life you just automatically move your head. You don't think about it. Well, we're basically, yeah, you know, also you have arms and you know, everything's not based on a joystick. But that's why I find games like VR easier. You do like VR. You do. You're a big Beat Saber fan. Big thumbs up. Yeah. Thumbs up to all the Beat Saber fans out there. It is a great game and everybody should be playing Beat Saber all the time. Everyone will play after this podcast. Yeah. But I... I like to move my head and my arms. I'd rather do that than an analog stick. An analog? An analog. Has anyone ever referred to it as an analog? What is it called? Well, an analog stick. I just don't know if anyone's ever shorthanded it to analog. no, I did say an -an -a. An -a -na. An -a -na. Well, we shall move on with an -a -na -the podcast. There we go. So the reason Beth is joining me is we're going to do something slightly special this podcast because generally I've found that what happens is when Scott's here, I come up with an idea. And Scott goes, you do realize that won't work. And I go, yeah, you are right. But I'm trying to test my creative juices this time, because my plan, as you may have guessed from the title of this episode, is I'm going to do four games by myself in 20 minutes. So that's five minutes per game. I'm going to be given the randomized genres. I'm going to be given the randomized mechanics by Beth. I'm going to randomize narrative all in one go. And I've got to design a game, and I have five minutes to do it. This could be an absolute disaster. I have no idea what Beth is going to say. And I've got to try and design something five minutes. We'll quickly regroup. I will emotionally rebuild myself and then we'll go on to the next one and we'll see how successful this can be. I genuinely have no idea what's going to happen. So I'm all of a sudden realizing this could have been a stupid idea. Yeah. thanks. Absolutely no support there. Yeah, you thought you've you've you've you've sorted out. You've randomized. You've got the things. There's lots of high -lizing paper. And mostly we're doing it this way because I don't know enough about gaming to correct you when it's not going to work like Scott can. This is true actually. This is the way I introduced you. I'll just be going, yeah, that sounds good. And then you'll fly using the L3 trigger. Actually, you know, L3 is a button there. I should have said L4. That would have been funnier. well. I regret this already. Right. So without further ado, and as I said, I'm nervous. I'm quite nervous about this, but I feel we should kick off with the first game. You have the timer. I feel that you don't start the timer until you've told me the things. You tell me the things, then start the timer. right. Okay. because otherwise that's going to be that's going to be chaos otherwise. So we are going with please tell me what will be in game one. Game one starting with the video game genre. Starting with the genre please. The genre is real time strategy. RTS lovely. RTS and then your mechanics. Yep give me the mechanics. You have two. Yep. One is crafting. Crafting in RTS right okay. And the other is Episodic storytelling. okay. Okay, we've done one. Okay, that's cool. Crafting and episodic storytelling. Okay. I'm assuming crafting doesn't mean like, knitting. No, it's a crafting. Crafting is essentially when you build items where you've got to craft so that you get given wood to make a house to make and that sort of stuff. So it's quite, it's quite... Maybe you could do an alternative arts and crafts. We're not doing an arts and crafts. I'm not doing, I'm not doing knitting total war. What and what is the narrative? you need a narrative as well. Ready? You know you don't need the narrative. You've highlighted them. I didn't realise you needed it now. You needed it later, didn't you? Yeah, I know, but that's the point. I get the whole thing in five minutes. I'm with you now. Welcome to the podcast. Your narrative is one of your favourites. no. Forbidden love. God. These were randomised. I didn't put that in there on purpose. Right, start the timer. Ok, ready, steady. Okay, so my first thought when we're going to crafting is I'm thinking about, for some reason I jumped in Neanderthals cavemen. That was the first thing I decided to go. So let's build that into the forbidden love moment. And let's say you are a Neanderthal that's fallen in love with a human. What are they called? Homeo sap - homeo sapien? You're right. Homeo? Homeo? I can't lose time on this! Why? In the end, fall in love with homo sapien. However, it's forbidden. So what you do is you replaying out what we're doing for replaying Romeo and Juliet from the end. So what you're doing is you're going to have the entirety of the episodic storytelling as scenes from Romeo and Juliet done purely through grunting to add to comedy. So that would be quite I think you could do that really funny. It's almost like doing the Lego games through a Shakespearean lens. And that's the episodic. Right. So how are you doing the RTS? Okay. So small scale RTS because it's much smaller game. It's not like you're commanding an army of a thousand Neanderthals. What you can do is real time strategy. So that's like when you're commanding lots of units on a battlefield. So it's not like you're being in real time. No, real time is you're directing people around in real time. You can have turn bases as well. So. I think what you do is you have little gangs in the Andathors and you attempt to take out as many gangs of homo sapiens to rescue your homo sapien partner. So you're taking them out, but you've got to do it in small little clashes and very much what you do is at the start of every level, you try and you have to craft your own weapons for that fight. So if you, if you think that you can get a better vantage point from higher up, how are we doing on time? You've still got three minutes. I'm flying through it. Let's take a second, let's calm down. Let's calm down. Calm down, take a breath. So what you could do is you could have people going higher up and throwing rocks, for example. So rocks would be like lots of you'd make it so your Neanderthals have lots of rocks. Yeah. So you it's not really, it's not the most interesting crafting is that a crafted a rock, but maybe projectiles you sharpen it. A leaf. Yeah. What? Well, a little note. Yeah. From Jeff. Go away. Go away. They're not trying to make them go away. We're trying to rescue our homo sapien bride or husband. I haven't decided on. Why are we throwing rocks at them? Well, no, because you're trying to rescue them. You're trying to restore by beating them, by beating them because they're denying this is the forbidden love element. So you're thinking I'm going to fight. So you're killing all of their family and friends. Yeah, because that's how love works. Like in Hamilton. Why are you picking, stop picking holes in the narrative. I've got five minutes. So I've piggybacked off Romeo and Juliet. So there, yeah, so you get to craft all your weapons with that based on the map and based on how you're going to build that. And because most of it's done through ambushes. like because it's small collections maybe that's how you have to draw your enemy out because you are weaker than them in a fight or whatever or you got less so you've got a planet out and say I'm going to draw them into this little alcove and then I can I've got lots of crafted lots of spheres so I'm gonna stand with spheres or I've crafted lots and they're really basic crafting so in the sense of maybe you could start a fire to attract attention that kind of level of basic craft in real time yes you craft and so you have to set it all up early on, so you have to keep an eye on where they go. So for example, if they wandered out of a shot, you'd be like, God, where have they gone? The old fog of war in RTS. So then each time you defeat them, you then get a scene of Romeo and Juliet. Perhaps it's that you really push it sort of to the ridiculous nature of you have this sort of upper echelon of society of Neanderthal and homo sapiens society where they're hanging out. And then it cuts back and you're essentially the Neanderthal general giving instructions as your plan is closing in to rescue. And then maybe at the end, when you get there, Juliet, you have the ending scene to Romeo and Juliet and all that faff that plays out at the end. They do all die. They do all die. But I just think... Spoiler. But spoiler for those who haven't read Romeo or watched Romeo and Juliet or heard Romeo and Juliet or had any cultural instinct towards Romeo and Juliet. One minute left. Got one minute left. OK, so I think that forms the basis of something quite interesting. You could do lots of interesting crafting. And one thing I like the idea of is making any losses you have permanent a bit like... Like deaths. Yes. I was trying to say losses. It's much more when you're in the general capacity. So you mean like losing your crafted material? Yeah, losing crafted materials. That'd be an interesting one. You'd have to work out. We're getting into the last minute now. So I'm getting very 44 seconds. Okay. 15 seconds. And I'll try and think of a name. So yeah. And then you lose if you lose your people, then true to what happened to the Anand, the Thals in real life, then you actually lose them in real time. So you have to adjust. We have to adjust your tactics and then maybe each of your characters named after someone in Romeo and Juliet. So it's like a character dies. Although the episodic storytelling would have to be tough to play that out. Maybe you can't do that. Maybe that doesn't work. How long have I got? 20 seconds. Okay. We've got to do a spin on Romeo and Juliet for homeo and home. What's it? Grunt. Homeo. Gruntcraft. Homeo and Neander Juliet. Doesn't work, does it? Homeo. Homeo. Homeo. Where art, where art thou my homeo? That's what we're calling it. Where art thou homeo? Where art thou homeo? And that is the alarm. So that is the game, Where Art Thou, Homeo, which is coming to, that could be a mobile game, to be honest. I think I'm pretty pleased with that as a first effort. Where Art Thou, Homeo. Art is a craft. I've got no voice now. Right, we can take a deep breath. You went into that very quickly. Well done. You did one in five minutes. Excellent. But maybe. I can slow down. I can slow it down. Okay. You only had a few seconds to make a name, but then I think that was good. The name, I'm most proud of the name. I'm gonna go on the end of the thing. I think the name nailed it. Perfect. I'm happy with that. If anyone approves of that game, please let us know as we've got the fan mail feature in our description section. So please drop us a message if you enjoyed that or if you want to set any other fun challenges like this. Obviously drop us a review or just send us a message. It's nice to talk to people. Or... If you agree that there was some flaws in that plot about killing your loved one's family. Why are you here? You can't do this without me. This is true. This is true. Right. Right. Are you ready? I'm ready. I'm ready for number two. So again, give me give me it and I will and then we'll start the timer. So number two, starting with the genre is party games. Party games. Nice and sort of Mario Party, etc. Is that what that is? Yeah. party games and the mechanics, the first one, I didn't know what this is, loot boxes. Is that literally loot boxes? Loot boxes are where you have a randomised, you sort of, you win it. And if you get winning gear or you win a part. Like literally Mario? No, not quite. So you essentially win it and you get a randomised reward at the end. So for example, in FIFA, where you have, if you won a game and you got a loot box, then you get players come you get like I've got a gold loot box and then that players appear from there. like when we played, no it's only sometimes with the Mario, what's it called, board game thing where you've got like a surprise. Yes it's kind of that, it's kind of that. All your references are turning out to be Mario. Yeah yeah sorry. So loot boxes. I'll change it. And your other one is interactive movie. Interactive movie, okay. So you've got party games. So interactive movie is very, no, no, I'm just giving you a description. Interactive movie is very, very, until dawn, it's where essentially you're playing out and doing the description of like, I will go save Kevin, actually, no, chooses to stay here and cower. So it's a very narrative focused, you choose what the characters do. Difficult for party games, but carry on. Okay. So you want the narrative. The narrative is transformation. Featuring more on inner change instead of changing the outer form. Okay, okay, okay. So I'm still a bit confused. I feel like I've got loot boxes, transformation and party games, but I'm still a bit confused about interactive movies. So let me, let's play. Yeah, let's go. We're gonna go in. and hopefully it'll become nice and clear. Okay, ready, steady, go. So the party games is tricky if you want an interactive movie, because if you want an interactive movie, they generally it's character based and our characters playing party games. That's an interesting thing. Now there is a weird story that I'm liking the idea of for transformation that just popped into my head now, which is essentially you're playing games as AI. So you know, there's obviously right now, and this will be quite a, people will be throwing their arms up and disgusted this idea. So what this is doing is you are in this world at the moment, everybody's very paranoid about AI taking the jobs and what AI going to do. This story is going to be told from the perspective of AI in this current world, where AI is trying to do all those things and trying to work out how to do it most efficiently. AI is trying to take over. Yes. So in this world, AI is trying to take over. And in the party games, which no one can see, but I'm doing inverted bunny rabbit ears, in the party games, what it is, is you taking on the human that is using your services and gaining knowledge by kind of beating them at their own craft. And it's your human you? No, your human is not, it's just general humans. You're playing as the AI. But the interactive movie element to this is what you do. Do you engage? Do you try and beat them? Do you try and and there will be set up little scenarios as someone tries to use. Someone says, I want AI to do this for me. And you take it like one step further or you attempt to use it to steal their information because there are opportunities. So that each party game for once a bit word, a little mini games where you start collating information on the human race that you're working for. And then you use that information. you choose how you use it. And that's where the interactive movie element comes in. It's like, you've got a Keith's bank details. What do you want to do? Hold onto them for future use. Maybe you can act on them right away and start causing havoc. So you can delay things and thus changing the way that AI involves itself in humanity. You could decide to not get involved for as long as possible, then launch a big narrative attack right to the end where, say, you use all the information you've got on, say, the US armed military has been using AI. and you choose not to use all that information straight away, but you hold all the information, all the relevant codes, and then right at the end, you launch a giant attack on America using all of those codes. And that's the narrative choice you can make where you can sort of make those very specific choices. What else did I, loop boxes, right. Or maybe the loop boxes are the information as well. So you have elements. You never know what you're gonna get. Yeah, so you get an information drop, kind of, and then maybe you get, no, no, no. You have to do something good to get your loop box, don't you? Yes, but let's reverse it. So what we do instead, the loot box is the human being. You get to human. So instead of getting them, what you're winning is the opportunity to play this human being. The loot box element is who are you going to get? Are you going to get someone in high society? Are you going to get someone in the government? Are you going to get, are you going to get just random Keith who works in accounts? So, so the loot box element is you can go, great, I've got a really powerful person that I can take on and get really useful information, useful information from. So rather than being a loot box that you... pay for rewards or you win. It's an active opportunity. So it's implementing it in the gameplay. So you then work out and by gathering all this information, it affects how your narrative plays out and how that interactive movie and maybe the way you do it is you never see your AI character. You always see the human beings reaction to it. And that's where it becomes also more like a movie. You can see their panic and you can see their chaos. It would be again, like the previous one, probably a bit comedic. but it would be dark, much more dark humor than the previous one, that sort of. Well, I thought that AI was going to realize, actually, I don't want to do this and then transform internally. that's a transformation. But that could be a choice in the game. That could be the interactive elements of the movie. You choose to blow everyone up or you choose... You choose, no, maybe I'm going to... I am going to improve humanity. The more I gather, I like these people and I'm going to... not still their job, I'm gonna assist them. Yeah, maybe you actually assist them and maybe you that by that going further with that clashing information, you see opportunities to help your humans further down the line. It depends what loot boxes you get, you get good people or bad people. Yeah, maybe because that's the way you could, that could be quite a meta thing where if the game only decided to give you bad people, would you at playing as the AI decide to then be bad? That's that nature versus nurture argument. If you only got good people, would you be really tempted? How long have I got? 40 seconds. 40 seconds. Would you be really tempted to interact, to just... to save people and to acting good. So I feel like you've the only thing I'm not sure about is the actual party games. So the party games are the AI tasks. Like extend this background and maybe maybe you try to I'm not sure how that would work. That's a very difficult one. Can I? But that's the AI tasks are the games. They are tasks again, but maybe you do it in kind of ways where you interact where you jump around where they're clicking somewhere and you try and click on somewhere. But you do very basic party games. 10 seconds for a name. 10 seconds for a name. We're going to call it. We're just going to call it intelligence. I think intelligence. With an explanation mark. So it's like party. Excellent. Yes. That is a game intelligence. I appreciate that one might have fallen down on the party games, but I think you could, I think you could develop that idea because you have that narrative. Okay. We need to make party games that are AI tasks and you can just think of really fun creative things. Yeah. You can creatively like. if you were doing it. I know we're cheating here by extending on it, but I'm just making the point that it could work. It's just so good, we don't want to keep talking about it. I just want to make the point that it could work. It could work. Before I get fan mail coming in going, this doesn't work. The I should be an upside down exclamation mark. you're going really radical now. Yeah, because then that would be a really party, wouldn't it? I'm not sure it is really party with the sort of destruction of mankind, but fine. They might change their mind. Right, so that was intelligence. So we had where are thou homeo and then intelligence. Intelligence. fun name for a party game intelligence yeah i know it does it does kind of like if you feel really bad if you were failing at the game called intelligence god right game number three game number three do you need to just water no no no the voice the voice is ploughing on you are good okay so your genre yeah for game number three is walking simulator walking simulator okay these are predominantly narrative based where you don't really have much interaction, but yeah. It's nothing to do with the treadmill then. No. I was imagining you actually walking. No, no, it's not walking simulator. It's not like, yeah, it's not like dog walker 2004 or anything like that. I was quite keen on that. Then your, what are these called mechanics? Mechanics. Life simulation, e .g. the sims. Life sim. this could be very dull. I know. And... Co -op focus. You're joking. Yeah. Do you want a different one? No, no, no. But like, give me a narrative. This narrative could be everything. The narrative could be everything or nothing. Okay. If it's forbidden love, I'm ending the podcast. It is not. It is temptation. Pandora's box extended to novel form. Temptation. So you have walking simulator, life simulation, co -op focus, temptation. Okay, you ready? I am a you. Yes. Ready? We've got to start because I'll start. Video. Okay, I wasn't ready for that. Okay, this is quite a hard one. I'm not going to lie. The walking simulator elements and life sim makes me feel like you should, it's really got to be sort of dumbed down and you've got to almost be living someone's life, but we've got to do it in a clever way that does it. co -op focus. I mean... Maybe you're travelling the world. Is that like walking simulators? Yeah, but walking simulator can mean literally just walking from place to place, just wondering where do people go and then building the narrative from what people said together. The bit that's stumping me... Stop trying to interject, this is my podcast! The bit that's stumping me is the co -op focus because how do you have a walking simulator which is a very specific narrative story but allow someone else to exist within it? It is you and your dog. Stop it with the dog. There might be something, no. So what we can do is I like the idea of the same thing played out two different ways. So I like the idea of the same story played out in different parts. Now, because it's a walking simulator, it can't necessarily, you can't be interacting and solving problems together. So perhaps what you do is you maybe have some way of your previous person. Okay, right. I think I've got something and this is going to be really difficult go Someone you play as a person that succumbs to temptation in the meantime There is also your ghost which is playing in parallel different players same character different players Your ghost is existing many many years after you your character existed and passed away or whatever it happens So your ghost is trying to guess what the other's players actions were? because the other player fell into temptation. And what you can see is the ghost is your players into the other player's interaction with the physical objects. So you can see both player, one player is walking along and say he opens the fridge door. You won't be able to see the player open the fridge door with the ghost. You will just see the fact the fridge door has been opened. Okay. And then what happens is say like he has a drink of milk, you'll see that he remains the drink on the side. So you have to go through and let's say you play as a character who's come to what you've got to do as the first player is leave clues for the second player to solve. But to give in what temptation that specific character came up, fell under and you have lots of different scenarios. So say he cheated on his wife, for example, he would follow this walking thing, go up to the bedroom, go up to the bedroom, up to the bedroom and like the duvets would be pulled back. And then the second player at the end of the sort of scenarios played through after he's had a look around the whole house would make a guess at what temptation the first player succumbed to. And the first, the idea of the first player is to leave clues to make sure the second person can get it. And the second person will have a list of tons and tons of different options. The kind of aim of the second person is to, can they interact and like stop things? No. So it's literally just a sort of, it's almost a mystery game of the previous person. The narrative is the previous person goes, I've woken up, I'm a ghost. my God, what did I do in my life? What happens? What is this? What am I being shown here? I'm being shut. Why have I been put in this specific moment? And it's showing that person's downfall. And the first person plays this thing and leaves, deliberately leaves clues. Like essentially could pick up a letter from their partner or their wife or say that they were running a burglary thing. You have loads of options you can do. Tons and tons of options. and then they're just leaving you a trail of breadcrumbs. So it's kind of like a mystery temptation and the co -op is yourself and there's definitely the life simulation in there. Yeah, because you're literally, you're living someone's life. You can't do anything. It's not like this person can fly. He is living, he's doing something that a normal person could do. Say he's a thief. There's loads of stolen stuff somewhere in the house and his idea is this guy, if you say the normal person, the ghost, start in the same location, but the ghost can't see. the human being, they've just got to follow their path. Of destruction. Well, not necessarily. Life's in, so again, they can't pull the shelf over. Maybe they could get a book out and leave it and maybe point it or something like that. But obviously, it'd be quite cool if people were making... But then how do they know? Why are they giving their future ghost clues as to what they're about to do? They're not. It breaks down the narrative. I like the idea of the first person making a narrative and the second person following it, but being more interactive. I like the idea of the second person just being put in the situation of going, who am I? I need to solve and then it's essentially, you know, when ghosts come back because they have unfinished business. Maybe he gets them or she, they get a visit from their ghost and that's what starts the whole thing off. They're like, okay, I need to do something. That could work. I like the, I think it's just unfinished business. And then, God, I've got 10 seconds. 10 seconds. It's unfinished business. That's why you go and think. And that's what it's going to be called. The game will be called unfinished business where you play as it goes to yourself with co -op focus and all of the other stuff we were talking about. And the temptation is the plot. And yeah, you're done. I think you might be getting more tired as we go through. What do you think more tired? They get more and more confusing. What do you mean they're getting more confusing? I thought that one was cool. That was my favorite so far. I thought that was an interesting concept. I've only got five minutes. I think you're being very cruel. No, I got confused, but I think it was a very interesting concept. I just like the person and the dog walking. I was always on the last right. Let's straight on. I'm aware that the podcast is probably going to read a little bit longer, so apologies if you're expecting the brisk half an hour we usually are, but we have one more game and I'm going to do four. I'm going to do four. Are you ready to find out what you're doing? Yes. Your genre is puzzlers. Puzzlers? That's what it says. Puzzler. so it's a puzzle puzzle based game. Yeah. Puzzle based game. Okay. Puzzle. Puzzle. Yeah, yeah, yeah. And then your mechanics are rhythm game. A rhythm puzzle game. Which is one of my faves. Yeah, you do it like that. And motion controls. good God. This is basically my game, is it? Yeah, it essentially is. And your narrative is underdog. Which they always make me cry. Well, now this is right up your street. My game. No pressure. You ready? I'm ready. This is. Okay. You good? Yeah. Ready, steady, go. So this is quite tricky to make it sort of the rhythm game fitting into a puzzle game. So puzzlers often what you do is you have just the good example is the journey. You get other ones where physically like all the Zelda. Kevin's and cave is where you're going around and trying to solve a specific puzzle. So the key here is giving the player the, giving the player the, the ability with the motion controls to solve multiple puzzles at once. That's going to be, but isn't it a bit like sack boy? Yeah. Yeah. That's kind of like puzzles, but then there are small puzzles. They weren't so, but they were more platformers because you're more jumping around from platform to platform. So what I liked the idea of is maybe at the start of the game, you're given, What was the narrative? Underdog. Underdog. Okay. God, I'm wondering if the wells run dry. This is tough. Underprivileged. So why don't we go back to the puzzler? Yes. So puzzler, I essentially need some puzzles to solve and it needs to be physics based because of the motion and the rhythm. Underdog, that makes sense because the underdog is like someone that comes up against all odds. There was this un... this is really difficult thing that they had to overcome and it was this puzzle or something. Yes. So it's telling you to get a narrative. They were secretly like really made musical. So everyone thought this is like, but they had the secret of music in a land where music didn't exist. And then everyone's like, you can't do this. And they're the antidote, but then they, because they've got the rhythm, they can just do it. Okay. I've got an idea. I've got an, I've got a narrative idea that works with the puzzle game. So what you've got is you've got a world where everybody lives on the heart of a Titan. Right. Okay. And because they live in the heart of a Titan, three minutes, three minutes. Okay. Cause they live on a heart of a Titan, you get a constant beat. So the whole world literally beats. So you, what it has, so that's the way it works. Now what you have to do is for this general, this, this civilization who lived for years on the heart of the Titan, but there's becoming more and more evidence that this, this Titan is dying. It's passing away. Like the beats are becoming more inconsistent and they're changing. And it's essentially the equivalent of earthquakes. And you live in this world that all the houses are on springs. the houses don't move so when you need a break so you can go somewhere it doesn't but the moment you stand outside you start bouncing to the rhythm and then you always have this and the civilization naturally plays instruments and they naturally often that often percussion they have with them okay so that you will often be playing stuff and people will be outside and they'll be knocking sort of they'll have people travel with drums to do their beats and stuff like so you always have people making rhythms so your parts people in the street that will be making their own songs which would be quite quite fun but because you think the start the Titans dying you think something's infected it so you try and go deep down into the heart of the Titan. Now, meanwhile, the mayor is very aware of this city that you are doing this and is running for re -election. It doesn't want people to know that there's a risk and they're not going to help and they're going to try and stop you at every turn. And the idea is that we'll turn it into something like Dante with the seven levels. Well, hey, there are seven levels of this heart, each level having a puzzle, which gets more and more specific. And it goes from the sense of maybe you're played a rhythm that you have to copy back to them. by using the motion controls and using the drum that you've got naturally on your person. And you can customize this drum. Maybe you bring a cymbal. Yeah, exactly. You travel as a one man band. So you go around, you can make, yeah, but you can go around whacking things and what you've got is beating and they do it to the beat. And if you do a certain beat, then gates will open and doors will open. And that's how the puzzles will generally be based. Because the beat is more infrequent. It's harder to like figure out. Yeah, you'll get somewhere and it will say that the titan's heart is panicking. something's wrong so it's sped up or for a certain one and then if you're if you're trying to like you'll have moments where you're trying to fight off the like maybe the mayors like bad men will come come across and what you'll do is you'll use all women sorry sorry will use you'll use the drums to attract attention or distract them at certain stages so you can sneak by using your motion controls but I really like the idea of you being essentially a one -man band walking through and you can activate and you can customize and create different things that's really cool. And then the underdog tale is you're one person fighting against this big corporate machine. And when you get to the Titan, literally you can rip out, say that's a shard of someone, you find out the mayor was actually drilling into the heart to find out more information to harvest the, let's say the core of this Titan for energy. And you see the Titan in visions and that she's willing you on and stuff like that. So I think that'd be quite cool. Just the idea of you wandering around as a one man band could be both. Hilarious, but also really cool with motion controls just zipping around just just nipping a lot of motion controls Well, you could because you just would just if it picks up your hands perfectly you have two sticks and then just as you as you move your hands you have You could do let's assume we're just sticking to arms because we'll assume it's a VR game or so You've just bought it for arms. So you can just use the symbols Five seconds and it's called rhythm of my heart Rhythm of my heart. I wasn't happy with the title, but it caught us by surprise. Yeah, sorry, I lost track of the time. We're just loving it so much there. Rhythm of my heart coming to the end. So that leaves us with where are thou homeo intelligence with the exclamation mark the wrong way around. Unfinished business. Unfinished business. Yeah. And rhythm of my heart. Or maybe. You can't do it now, it's gone, it's gone. That was our opportunity and we named it Rhythm of My Heart. Have you enjoyed that, Beth? Because that was a stretch for my vocal cords and our listeners. Yeah, sorry if that was that. You were talking very quickly, so that might be hard to understand. There was a lot in there. If anyone has any more questions or wants me to build on those games on the episode with Scott, please message in because there were a couple of those which I really enjoyed. There were some really cool ones that you could... improve with a bit more time. How dare you? No, you could enjoy making them even better. That's what's called an elevator pitch. I thought what was in, what you just did. What I just did was the elevator pitch. Everyone's bought in now and they want to make the game. Fully. And I'm ready for my... Your game. The rhythm of the heart. You're ready for rhythm of the heart? Yeah. Rhythm of my heart. Well, I want rhythm of the heart, the heart's rhythm. You can work on it. No, what do you mean you can work on it? It's over. You and Scott. Okay. fine. Scott, if you're out there listening to this one, we've got a job to do when we're back. Well, well, ladies and gentlemen, thank you so much again for listening to this. That was hopefully good fun for you guys as much as it was for us because we really, really enjoyed that. Please, as I said, get in touch, set us challenges or send us send us examples of games that you think are very similar to ours. We always enjoyed that because we like coming across things are very similar to what we've designed. But yeah, in the meantime, have a wonderful rest of your day, a wonderful week. Look forward to speaking to you again soon. and it's goodbye from me. And it's goodbye from me. Did you enjoy saying that? I did. It was very exciting. Thank you. Thank you very much, Rebecca, for joining me. You're very welcome. And keep blending everyone. Bye. Bye.