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Load Game: Prototypes
Afterland
Summer 2010 Prototype | Action | Adobe Flash (Windows / Macintosh)  

Afterland is a side-scrolling 2D platformer that immerses the player in a world out of time. You play as a reclusive forest-dweller with a penchant for collecting. One day, in his wanderings, he discovers an ancient parchment that he can barely decipher, a remnant of the past. Inspired by his discovery, he seeks to fill his house with the fascinating artifacts that have captured his imagination. Can you help him to find fulfillment and inner peace?

  Afterland
Prototype

Go to Website

Elude
Summer 2010 Prototype | Platformer | Adobe Flash (Windows / Macintosh)  

Life is a never-ending struggle, full of rising and falling moods. Elude mirrors this struggle against the rising tide of depression, and the search for a path to happiness. Yet happiness remains elusive. Again and again, losing passion for anything in life, you plunge into depression. Only by continually calling out to the world can you find experiences that resonate, allowing you to ascend into happiness.

For people who have never experienced it before, depression is difficult to understand. It is not simply sadness, as many may think; it is more akin to an all-encompassing hopelessness, a failure to connect to or derive meaning from the outside world. By tapping into the experiential aspects of the video game medium, Elude's metaphorical model for depression serves to bring awareness to the realities of depression by creating empathy with those who live with depression every day.

  Elude
Prototype

Go to Website

Improviso
Summer 2010 | First-Person RPG | Windows

Improviso is a role playing game that focuses on improvisation and role-playing between two players as they interact with each other and the objects in the world to create a personalized experience that is unique to them. Players will be placed on a stage and they will assume the role of actors. A scenario will be given to them at the start of the game and both players will have to work together to act out the scene. Several tools have been provided to aid them in their role-playing: numerous props for them to use, the ability to swap between different characters in-game, and the ability to change the soundtrack to bring out the mood of the game.

  Improviso
Go to Website

Poikilia
Summer 2010 Prototype | Puzzle | Adobe Flash (Windows / Macintosh)  

Deep beneath the lighthouse in an ancient harbor town, an even more ancient labyrinth awaits. When a young bearer of the lighthouse's fire falls into the labyrinth, he must master the hazards within to find his way home. Poikilia is an adventure/puzzle game that takes players through the twenty-four chambers of the labyrinth, challenging their preconceptions about color theory and demanding more and more complex puzzle-solving skills as they progress. Facing obstacles based on additive and subtractive color theory, players manipulate the color of the flames they bear to guide their avatars to each doorway and, eventually, to safety.

Designed as an educational game for middle-school-age students, Poikilia includes modular narrative components to allow for gameplay with and without story, as part of ongoing research on narrative in educational games.

The labyrinth reveals your true colors - what will you see?

  Poikilia
Prototype

Go to Website

Symon
Summer 2010 Prototype | Adventure | Adobe Flash (Windows / Macintosh)  

Symon is a point-and-click adventure game that takes place inside the dreams of a paralyzed patient. Through exploration of the pensive and sentimental dreamscape, he discovers repressed memories and tries to reconcile his troubled past.

The game requires the player to think differently, stepping out of the normal boundaries of conventional adventure game logic. Symon places a heavy emphasis on dream-logic, focusing memory and synesthesia to form the (il)logical connections required to solve the puzzles.

Each dream world is populated with characters and objects that represent the player character's broken past. Each time he returns to the dream state, the puzzles are different, so every playthrough is different. While most traditional adventure game puzzles are hard-coded, Symon aims to bring a fresh experience through the introduction of procedurally generated puzzles and game-spaces.

  Symon
Prototype

Go to Website

Seer
Summer 2010 Prototype | Puzzle | Adobe Flash (Windows / Macintosh)  

Seer is an exploration game where players control an unassuming and mysterious figure in his trusty rubber ducky as they wander and explore a dark seascape. However darkness is not the only adversary they must face; whirlpools, rocks, and ripping currents all stand between them and the truth. However, whether the truth is something that the curious duo really wants to find is something that remains to be seen. Will they hunt down the lighthouses and conquer the challenges necessary to light them? What about when they realize they can quit searching and leave at any time?

This is one of the three game series based on Sophocles' Oedipus trilogy. In these games, gameplay mechanics are used to present themes from these plays as metaphors.

  Seer
Prototype

Go to Website

Yet One Word
Summer 2010 Prototype | Puzzle | Adobe Flash (Windows / Macintosh)  

Yet One Word is a platformer that makes the player reflect on their lives, actions, and relationships to progress while maneuvering a faceless horned character through a world of perilous platforms. Unlike other platformers the player doesn't directly control the avatar's movement and jumps; instead they command the avatar from platform to platform through typing.

Throughout Yet One Word the avatar will grow and develop to face increasingly dangerous challenges. This growth comes not through defeating enemies or completing objectives, but through the player answering personal, and occasionally uncomfortable, questions.

This is one of the three game series based on Sophoclesí Oedipus trilogy. In these games, gameplay mechanics are used to present themes from these plays as metaphors.

  Yet One Word
Prototype

Go to Website

GumBeat Gold
Spring 2010 Prototype | Casual, Light Strategy | Adobe Flash (Windows / Macintosh / Linux)

In the world of GumBeat Gold, you take the role of a defiant teenage girl who musters up the courage to stand up against the oppressive government.

Bubble gum is outlawed across the city! Anyone spotted chewing gum is severely beaten up. But oh, how unfair it is to prevent citizens to enjoy the sweet taste of bubble gum.

In this fun and lively casual game, blow bubble gum and gather enough supporters to your cause to topple the anti-gum government. Are you up to the task?

GumBeat Gold is a special update of the original GumBeat. With new graphics, controls, music, levels, and achievements GumBeat Gold lets you blow, stick, and pop your way to revolution like never before.

  GumBeat v2.0

Go to Website

Tipping Point (digital)
Spring 2010 Prototype | Puzzle Board Game | Adobe Flash (Windows / Macintosh)  

Tipping Point is a cooperative Flash game for up to four players based on the Tipping Point board game, also produced by the Singapore-MIT GAMBIT Game Lab. Multiplayer is via hot seat, where players take turns at the mouse and keyboard. It is entirely possible to play with fewer players, or even just by yourself. Functionally the two versions are identical, although this version uses more abstract graphics for the various game pieces.

Players assume the roles of Project Managers, and must work together to complete projects before they go too far past their deadline. The game is won by completing a set number of projects without letting any project fail.

  Tipping Point

Go to Website

PAX POX
Spring 2010 Prototype | Conference Game | Buttons and People!  

PAX POX is "not a research experiment" but instead a light-hearted GAME about infection vectors and hygiene set in the temporary community that formed around the PAX East 2010 attendees. Based in part on the swine flu outbreak during PAX 2009 in Seattle and the general stereotype of the 'un-hygienic gamer' propagated by popular media.

The game was created for two purposes. The purpose as stated during the convention is to demonstrate just how fast something like a 'contagious disease' can travel between people and the importance of basic preventative hygiene. The not-so-secret purpose was to generate traffic to the GAMBIT booth and to serve as advertising for the lab, as well as give out our 'booth swag' for a useful purpose.

  PAX POX

Coming Soon!

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