I made this game with a group of 4 others for a class titled "game design as a cultural practice." there were a few limitations on the game (no killing, no post-apocalyptic/fantasy settings) but we had pretty much unlimited freedom besides that (other than that we must make it on flash and upload the game to Kongregate at a due date).
Access is a game about being in a wheelchair. Our current version is more of a proof-of-concept for the control-scheme more than anything else, and we intend on continuing to work on the game over the next few months. We want to add in a lot more levels and a stronger narrative (although not TOO strong), and a lot more game mechanics (specifically NPC-interaction, ramps/stairs/velocity, and more puzzle-solving elements). Also hopefully more art assets lol.
We were inspired mostly by games like QWOP, with hard to master controls being key to the game. We hope that our control-scheme at least sort of forces players to emulate the motions of pushing the wheels on a wheelchair, and we hope that this feeling comes across. We hope that it takes some time just to get used to, although right now we are testing to see if this is really a good thing or not.
Our control-scheme is set-up to require 2 hands on the keyboard (which a friend pointed out to me earlier today, we do not make clear at all right now lol), 1 for each wheel on your avatar's wheelchair. pushing on just 1 wheel will turn you, while pushing on both will move you forward. you can move just a little by pressing the forward keys, but you can move much faster/smoother if you "wind-up" by pressing the neutral keys then the forward keys, as if you are pushing harder on each wheel.
Here is the link: http://www.kongregate.com/games/erferf/access
Let me know what you think and be completely honest. I know that the game isn't that great right now lol, but I think it's a good start. Also let me know if you find any bugs. Someone on the team just patched it earlier today and that SHOULD of fixed all collisions problems with NPCs (specifically sometimes you could stuck inside of an NPC and cant get out), but we can never be sure.
just FYI in case you are curious, my role was level design and I created all 3 levels in the game through the level editor. We all came up with the idea for the premise, but i think me and one other guy mostly just pitched ideas and then the rest of the team decided whether they liked them or not and added in the ones they liked lol (if there was time for it). Rob (and not me) was the mastermind behind the control-scheme (IE most important part), but I at least like to think that I helped a lot with the concept for it lol. We completely changed control-schemes 3 different times before setting on this one (which was tweaked a lot from the 3rd prototype lol) and we will probably keep tweaking it this summer.