Locked Down is a 3D stealth game that attempts to solve the issue of poverty by increasing one’s empathy towards the poor through perspective-taking. This increase in empathy will help others create solutions that can truly help the underprivileged, as it allows them to better understand what the they need.
The Narrative
Set during a pandemic, the government attempts to prevent the virus from spreading any further by placing the city under quarantine. MC, Michael Crisostomo, lives on the streets, so he is unable to “stay indoors.” To avoid getting caught by quarantine enforcers that patrol at night, he must navigate his way through the city and make it to the safe zone. Certain items must also be collected, depending on the day’s events.
Download Link:
Want to try out our game? It is available online. Warning! The file size is roughly 500mb.
Conflicts is a narrative-based simulation game that integrates decision-making elements and puzzle minigames to put players in a state of cognitive dissonance.
The game is set in a democratic country with a corrupt government in modern times. The player plays as an investigator given orders by a government leaning police chief who is their boss while caring for his low-income family.
Throughout the game, the player will be given choices that would increase or decrease the satisfaction levels of either their family, or their boss. Players can earn money depending on their success in the minigames to spend on their family’s needs. Each mission would also affect the satisfaction meters which then would dictate the ending of the story.
Left for Debt is a game that raises awareness regarding the different illegal debt collection practices in the Philippines by showing scenarios where these practices are performed. The game is a 2D platformer that has financial management aspects where the player will have to pay out the debt they inherited from their deceased parents. The game challenges the player to completely pay this off by properly managing their finances while also encountering illegal debt collection practices through in-game events. The game will progress on a day-to-day basis, where the player must gather resources to craft different items, and sell these crafted items to make money.
Controls:
The controls of the game are the mouse and keyboard. Platformer stages of the game will use keyboard controls. The game uses “WASD” or arrow keys for movement. The “spacebar” allows the player to jump and wall jump. “E” allows the player to interact with the stage elements and gather materials. Lastly, pressing “ESC” will allow the player to access the pause menu. It will contain a “reset position” and a “return home” button. For the rest of the game, like the crafting and shop features, the players navigate through them using their mouse pointer. During the cutscenes hitting the “spacebar” or “LMB” will progress the dialogue.
The Curse of Hollow Tower, which may also be referred to by its shorthand name Hollow Tower, is a four-player 2D platformer where one player acts as the “Body” and the three remaining players act as “Information Relayers” or “Eyes.”
As the Body, the player must traverse through the level or map without seeing its layout. It is the role of the Eyes to assist the Body in accomplishing the level as each Eye can see a different part of the map. The Body must rely on the Eyes’ aid to successfully complete the level. The game’s emphasis on communication and teamwork should allow its players to learn the importance of trust and cooperation in teams.
Suasion is a 2D real-time role-playing adventure game where the player is a townsperson tasked with persuading their fellow townspeople to vote like them in an upcoming local election. Before the player speaks with the townspeople, they must first get to know them better and make proper introductions. Then the player must make use of clues and hints found in the homes of each townsperson and use them in their arguments.
The player may also do tasks for townspeople that may positively or adversely affect the persuasion process. To win the game, the player must persuade at least half of the townspeople within the time limit. Beyond persuasion, the game should give the player an understanding of the merits of empathy as well as the factors behind genuine political engagement of those with differing views.