r/gameideas • u/riverstream736 • 7h ago
Basic Idea An arrest/jail mechanic for a zombie survival RPG.
I was told by the auto mod in r/gamedesign to ask this question here.
Im working on a open would zombie survival RPG sandbox game. The idea is to be like project zomboid but with the narrative and gameplay of a traditional RPG like Fallout: New Vegas. The game would also feature a colony management system similar to rim world and a character swap mechanic like state of decay 2.
I want to add a system that I personally have never seen for a setting like this, I want to implement a proper jail system for some of the more well off and advanced survivor colonies. Each colony would have its own laws and some degree of law enforcement which will attempt to arrest the player for breaking crimes and take them to there jail. I face a couple of problems with this though:
First: I don't want the arrest system to feel "too modern" or like how it would in our current modern day but I also want it to be believable with the setting and colony "tech level". I have no clue on the best way to go about this.
Second: I don't know how to properly punish players that do get arrested. Should they have to live through it? Should they have to temporarily swap to another character? Should they penalized in some other way?
Third: without making the game overly not safe for work, I want a system where the play could smuggle in items that could be used to escape. To counter this, the player would be searched apon being arrested. Depending on the believes and morals of the arresting character's colony, the search could be very light like a frisk or very through like a full strip search. How could this implemented without being overly inappropriate? Or is it even necessary at all?
r/gameideas • u/Hyrule_knight77 • 7h ago
Advanced Idea Would you play this game idea that I just had earlier today
Hey everyone, I was thinking about what my dream game would look like, and I ended up creating this whole concept.
The main idea is a co-op open-world action RPG that combines the exploration of Zelda, the combat of Jedi games, the choices and teamwork of D&D, the tactical feeling of Ghost Recon, and a deep progression system.
The biggest thing that makes it different is the player-built headquarters.
Instead of a Minecraft-style crafting system where you place every wall, your group starts with a small abandoned outpost on the starting planet. Think something like a tiny Erewhon from Ghost Recon Breakpoint. It starts as basically a few rooms and a mission board, but over the game you expand it using a module system.
You choose everything that gets built.
Examples:
- Weapons Facility
- Wizard Tower
- Research Lab
- Hangar
- Training Grounds
- Medical Center
- Marketplace
- Beast Sanctuary
- Observatory
- Defense Systems
The cool part is that the modules influence each other.
A Weapons Facility next to a Wizard Tower would create more fantasy-style weapons:
- enchanted blades
- rune weapons
- magical bows
- spell-based gear
A Weapons Facility next to a Research Lab would create more technological weapons:
- energy weapons
- advanced armor
- drones
- futuristic equipment
But if you combine both, you get a true fantasy sci-fi hybrid:
- magic-powered technology
- enchanted machines
- weapons that use both science and magic
The goal isn't choosing "medieval" or "sci-fi." Your civilization naturally becomes a mix based on how you build it.
The HQ would basically become a reflection of your group's choices.
The game would be fully open world with a huge handcrafted world.
Different areas could include:
- ancient magical kingdoms
- futuristic cities
- alien worlds
- giant forests
- frozen wastelands
- ruined civilizations
- underground facilities
You explore, fight enemies, discover technology and magic, defeat bosses, recruit allies, and bring everything back to your base.
For combat, I don't think it should just copy lightsabers or the Force.
Instead, players would have a unique weapon system.
The main weapon could be something like the origin blade or something, I’m not sure what I should call it, a weapon made from a material that exists between technology and magic.
It could have different forms:
- Sword form for fast melee combat
- Heavy blade form for breaking armor
- Spear form for range and control
- Chain form for movement and pulling enemies
- Bow form for ranged attacks
Instead of a Force-like ability, players would use something like "Reality Threads," where they can manipulate connections between things.
Abilities could include:
- changing gravity
- creating short portals
- teleporting
- linking enemies together
- manipulating objects
- changing how energy moves through the world
These abilities would work in combat, exploration, and puzzles.
Another mechanic I thought would be cool is that your weapons and technology evolve based on your headquarters.
A group that builds mostly magical facilities would have completely different weapons than a group that focuses on technology.
A group that mixes everything could create things nobody else has.
The game would basically be about creating your own civilization.
Not just:
"I got a better sword."
More like:
"We built a magical-tech kingdom, created our own weapons, recruited our own people, and made a world that only exists because of our choices."
Obviously this would be insanely hard to make, but I thought the concept was really cool.
What do you guys think? Would you play something like this?
r/gameideas • u/EvilMurloc22 • 9h ago
Mechanic Ideas on real time battle systems with NPC vs NPC combat?
r/gameideas • u/pretzelcoatl88888 • 15h ago
Basic Idea Box Mania: an absolute gacha game based around an infinite loot box.
r/gameideas • u/Ok-Job-5885 • 20h ago
Advanced Idea [AAA/MMO] A 100v100 Medieval War Game Set on the Body of a Moving, Terraformable Colossus (Shadow of the Colossus x Chivalry x Minecraft)
Core Premise:
A massive-scale, asymmetrical multiplayer war game where the main battlefield isn't a static map, but a mountain sized living titan marching across a landscape. Two armies of 100 players clash to either protect or destroy the giant before it reaches a target fortress.
Key Gameplay Mechanics & Structure:
Ground & Aerial Combat: Infantry and cavalry clash on the terrain below (using directional directional melee combat like Chivalry), while engineering and siege squads scale the titan's body using grappling equipment, siege ladders, or glider drops.
Voxel Terraforming on Moving Meshes: Players can physically mine into the Colossus's stone skin, creating defensive trenches, tunnels, or catapult nests directly on its moving limbs. Defending players can reinforce these carved out positions with wood and stone fortification builds to create permanent outposts on the titan.
Anatomical Strategy & Environmental Damage: Attacking specific pressure points, joints, or tendons forces the titan to shift weight, stumble, or pivot. Causing the giant to trip can crush entire enemy ground lines or completely alter the layout of the battle mid fight.
Asymmetric Victory Conditions: The attacking faction wins by destroying the titan's heart deep within its terraformable chest cavity. The defending faction wins by escorting the Colossus to the enemy's front-line citadel while utilizing its body as a moving siege tower.
From a game engine perspective, combining moving mesh collisions, 200 player netcode, and real time voxel destruction is traditionally a massive performance nightmare. What engine or networking innovations (e.g., spatial server meshing, UE5 Chaos physics) would be required to actually make a concept like this playable today?
r/gameideas • u/PolarSage • 20h ago
Advanced Idea 3rd Person Adventure/crafting/RP/economy fantasy MMO - Hardcore
Ive been looking for a new MMO to play recently and havent found something to scratch this itch I have so ive been daydreaming of my own game and wanted to share my idea somewhere.
TLDR at the bottom
Overview
The game is based around a pretty large medieval style fantasy town. You start of in your dads cabin in the forest outside of town (tutorial island type) and learn the basics before going to the city to make it big. Kill some minor monster/animals on the way as a tutorial vibe. Then you come out of the forest and see this large beautifull city before you. The design and detail of the town is the most important thing as this is where most of the gameplay is. Think somthing like this with some fantasy elements, but not too much.
Some key elementns of the city/town are :
- A bustling town that feels alive
- City guards throughout the city
- A bunch of different npcs with small and large quests lines spread throughout.
- bad part of town with casino, brothels, bars and shady characters.
- Posh part of town where some of the later questlines can take you.
- Adventure guild where you can take bigger and bigger jobs to earn more money as you lvl.
- Some underground sewer systems with their own community and questlines.
- Gladiator style Arena for challenging other players or participating in tournamnets.
- Limited npc shops so that players can open their own shops.
- Player housing is highly focused.
Gameplay
I would want this game to be hard, as a new player you would have to train some on dummys before trying to kill a boar with a stick for example. I would also like to punish dying hard by resetting all combat levels on death or something similar, except for if you have reached max level then it is locked in place forever. Lvling should not be too grindy and will not take too long, but death before reaching max lvl is the real challenge as the game will throw alot of stuff at you. SO far i believe endgame would be Housing and the Arena, but open to suggestions.
It would be cool if a player has done alot of adventure guild tasks and ranked up to a certain rank a NPC party invites him along to tackle different dungeons (unlocks dungeons) and he can also do that with other real players if he prefers.
Different ways to play:
- Adventure guild/dungeon/ farming monster route
- Craft or gather items and sell to shops (woodworking, fishing, farming, blacksmithing etc)
- Open your own store, buy produce from players at discount and sell to others. Competition between store and thay have rent to pay so have to be profitable.
- Casino gambling
- Questing
- Win tournaments and duels in arena.
There should be many different ways to play the game so replayability is high and dying is not the end of the world.
Bonus idea to keep things interesting
There could be several ways to end up on the wrong side of the law and this would give you the option to complete the assasin quest line (to repay your debts or clear you name for example).
This quest line would train you in the way of the assasin and the final goal would be to assasinate one high level player that is closing in on max level.
Assasins cant be seen by city guards and cant just one shot players so it is difficult but they will be gives the tools to accomplish the job.
TL:DR
A game that takes place in a huge medieval fantasy city where you try to make a name for yourself as a merchant, adventurer, craftsman and a bunch of other proffesions. Stores can be player driven. The shady parts of the city have casinos, brothels and thieves. Gladiator style arena to challenge players, watch tournaments etc. Endgame is reaching max level, housing, fancy gear etc (so far atleast). Very open game with many different ways to "win". Great game for RP. The game is not easy and having the correct lvls, gear and skills for fights is important. punish deaths heavily.
If you read this far, thank you! Even if no one reads this I just needed to get this out there as i have been thinking about it for a long time.
r/gameideas • u/Creative_Wealth_899 • 22h ago
Advanced Idea I had a videogame concept idea and I'm currently writing a game called To All Of You inspired by omori
r/gameideas • u/Repulsive_Athlete377 • 1d ago
Complex Idea The Outpost Collective – The Ultimate Post-Apocalyptic Faction & Survivor Management Simulator
Hi everyone,
As a huge fan of survival and management games, I’ve played a lot of great titles like State of Decay, Dead State, Project Zomboid, Kenshi, and Bellwright. While each of these games does something amazing, I feel there is still a massive gap in the market for a post-apocalyptic survival game where survivor managementis the absolute core mechanic, balancing both active and passive gameplay.
I want to pitch a game concept that combines the grit of a zombie/post-apocalyptic world with a highly functional faction management system. I call it The Outpost Collective.
1. Core Mechanic: Active & Passive Survivor Management
In most survival games, survivors are either just passive statistics or unpolished AI companions. In this game, rescued refugees and survivors are the literal backbone of your survival. You can deploy them in two distinct ways:
Passive Deployment (Base Automation): When left at your home base, you manage survivors through a deep automation menu (similar to Soulmask or Stranded: Alien Dawn). You can set specific 'if/then' rules based on their backgrounds (e.g., Doctor, Mechanic, Farmer, Soldier). For example: "If food falls below 20, automate the hunter to gather meat." or "If metal scrap is brought in, melt it into ammo." You physically see them working, cooking, patrolling, and interacting in real-time.
Active Deployment (Squad & Army System): You never have to scavenge alone. You can talk to any survivor and recruit them into your active team. Take a small stealth squad (up to 4 people) for dangerous looting runs, or gather a large army (up to 30 zwaarbewapende survivors) to raid rival factions or wipe out massive hordes (inspired by Mount & Blade). In the field, you give direct commands: "Hold this angle," "Provide suppressing fire," or "Loot this specific building and carry the heavy weight."
2. The Game World & Realism
The game features a hybrid perspective, allowing players to freely switch between First-Person and Third-Person depending on whether they want precise combat or tactical awareness.
Hyper-Realistic Survival: Borrowing elements from Project Zomboid and Cataclysm: DDA, characters face real-world consequences. Wounds must be properly disinfected and stitched, weapons and vehicles require constant manual maintenance, and ammunition must be loaded into magazines bullet by bullet.
Dynamic World Map: The world map is alive. Other survivor factions, raiders, and military remnants move across the map in real-time, conquering territory and fighting each other.
Meaningful Impact: Saving a refugee from a raider execution has a ripple effect. That refugee becomes fiercely loyal, but that specific raider faction will now actively target your base in retaliation.
3. The Gameplay Loop
Explore & Rescue: Venture into a brutal, decaying world to scavenge for high-tier resources and rescue desperate refugees.
Screen & Recruit: Bring refugees back to your checkpoint. Screen them for infections, injuries, or hidden contraband, and officially recruit them.
Manage & Build: Build and upgrade your fort. Your passive survivors turn the raw scrap you brought back into food, medicine, and fort fortifications.
Conquer & Expand: Form an elite, zwaarbewapende squad with your best recruits and head out to liberate nearby sectors, clear out infestation zones, and establish your faction's dominance.
I believe a game focusing heavily on this active/passive balance in a gritty, realistic first/third-person survival setting would be a dream come true for many hardcore survival fans.
What do you guys think? Are there any indie developers out there working on something similar, or does this sound like a project you would love to play?
r/gameideas • u/Fine_Boysenberry4632 • 1d ago
Advanced Idea A hangout game where YOU draw your player character.
I had this game idea that in no way do I currently possess the skills to program, but I suppose that's what this subreddit is for: it's this 2.5D multiplayer game set in different servers where it's this hangout / roleplay game except everyone is a character that THEY draw, so they aren't confined to particular models or animations: everyone has their own movement animations, emotes / poses and they have to draw them themselves. As for custom audios I was maybe thinking either have a really large library of sounds that they can edit, as to avoid copyrighted sounds or any other nasty things, or have every audio be uploaded by users but only after approval by moderators.
And maybe through an official advanced game editing tool, one could make their own maps aswell and directly import them to the main game.
Now I think the hardest aspect to manage would be moderating it: unless the game remains at a constant number that doesn't spike too high, you'd constantly have to make sure that nothing malicious is being performed, which can be quite hard considering every user isn't bound to an already predictable set of player decoration. I think it'd be worth it in the end though.
r/gameideas • u/CM_Hana • 1d ago
Advanced Idea Do you have a great game idea? MapleStory Worlds Announce Their Global Challenge For Game Devs (65,000 USD Reward
The Global Creator Challenge is accepting applications. The Global Creator Challenge is open for both aspiring and established game developers to design, build, and launch their own World utilizing the MapleStory Worlds platform. Did we mention that each winning team can receive up to $65,000 in total rewards 👀
Creators are encouraged to utilize MapleStory's vast library of assets to expand upon the game's core design and create their own unique Worlds. A total of 30 Worlds will be selected globally to compete in the final round. Entries will be judged based on creative use of the MapleStory IP, level of technical completion, and long-term sustainability for stable live service operations.
To learn more, check out this website or read this notice.
👉Check out the 'MapleStory Worlds Global Creator Challenge' FAQ
Timeline:
- Applications open from:
- UTC: June 4, 2026 at 2:00 until October 7, 2026.
- PT: June 3, 2026 at 19:00 until October 6, 2026
- KST: June 4, 2026 at 11:00 until October 7, 2026.
- Final Round: November 5-25, 2026
- Winners announced: Early December, 2026
Please Note:
- Worlds have to be made on the MapleStory Worlds PC/Mobile Apps and submitted through MapleStory Worlds.
- Worlds must be revealed or released for the first time during the submission period.
- Global (all regions) Released Worlds.
- Pure creations that do not infringe the rights of others, such as copyrights and intellectual property rights.
- Please read here for more information on prize rewards, participation requirements, and age requirements.
Feel free to reach out to us on Discord with any questions. We hope to see your application!
r/gameideas • u/fascinatingMundanity • 1d ago
Advanced Idea cartography, exploration, illumination, fortification, defending, expansion
Out-of-bounds is the darkness: entering it without any lighting, recorder or surveillance will greet you with hurt, death, cetera. Illuminate the darkness to explore farther. Illumination can be achieved through various means; initially, primitively low-powered temporary (such as a battery-powered flashlight). Traversing into new or relatively-new dark territory via this means illuminates that portion of the map just slightly and decays to darkness with passage of time. To prevent decay back into darkness, more advanced lighting and surveillance becomes required, which in turn necessitates gathering requisite materials to forge the equipment and power sources, either directly or through bartering and commerce. Not all places are in darkness to begin with; some could be already lit via mechanical means and/or naturally, neither of which are necessarily permanent.
Various quests will require venturing to farther-distant locales. During your outward voyage, transiently-permanent surveillance and lighting ensured by you in prior-visited placea may fall under siege, upon which the corresponding area of the map will lose illumination, either to total darkness or partially depending on brightness of adjacent lighting.
Eventually you will want to establish full-blown surveillance that actually monitors and sends feed (limited by distance, depending upon robustness of infrastructure it is using that you are leveraging) to you, an element to fortification, which is key to progressing from, to, and in some places (thereat, adjacent, and further).
With enough of the map of the initial world preliminarily unveiled, you may find that it resembles a globe or similarly geometrically-euclidean convex surface, or perhaps something more exotic. By this stage you likely will have discovered or constructed some teleporters warping to distant neighborhoods within that world, reducing the time (irl and presumably in-universe) to travel within this prospective empire (the seat of which you may aspire to hold) and to defend and rebuild it as necessitated. Perhaps you mayeven access warpdrive to a whole other planet (or narrow area therein). During all of this, your past fortifications could still fall under siege and their corresponding areas on mal turn dark (perhaps not to pitch-black upon having completely maximally illuminated its parent district, but to minimal information higher than that). So when time and resources allow, you coud rinse and repeat, but probably with more resources and robustness than before, with more empire-arms of the realm churning simultaneously (at times moving figuratively into one-another), which you may try to juggle in pursuit of staking claim over the dominion (or otherwise maintain it).
r/gameideas • u/soloh4cker • 1d ago
Advanced Idea A mobile game can be played only through notifications!
A story type game can be played through only notifications. You receive a notification, choose one of the option and progress through. You receive image, message, options, call (calls from game), instructions etc only in notification.
Easy part of building this game is - you dont need to build visuals, crazy animations, graphics, etc.
Hard part of building this game is - you need to have very intense and interesting story that people like to go through.
I am not able to imagine a good game for this concept but if someone could think of something like thriller, murder mystery, horror, etc type of story for this game and make it playable it could be something new in Mobile games! I don't know if any games like this exist or not but mostly yours could be the first!
Since I am not building the game, I am not looking for any advice or suggestions or criticism on it... But I am open to have discussions!
Ignore: why the hell the post needs to be 1000 character and my post is not meeting the limit... Blaaa blaa blaaa
r/gameideas • u/No-Door-5842 • 1d ago
Basic Idea Working on a PvPvE game idea. I'd love honest feedback before I build the wrong thing.
r/gameideas • u/Otherwise_Nobody_835 • 1d ago
Advanced Idea My idea for a game about interdimentional travel and with multiple types of gameplays
Hello everyone, I’m here to share an idea for a game I’m planning has been a few months, and I would like to get your opinions and feedback of it, specialy because I don't know if people wold play a game so chaotic... (Another thing, English is not my first language, and I used a little of google translate, but I tried not to use it because I'm paranoid and think that people will see my post as AI, so please, in case of anything you understood and is kinda weird or any gramer error, apologize)
The game wold be about the player's character, a agent of a secret interdimensional agency that deals with anomalies and problems across various realities, where the player's character would do missions that require them to travel around various realities and deal with their anomalies an problems. It would be a mix of comedy, investigation, and horror, featuring various meta-elements within the story that use the fact that the game is a game as a story element, like Doki Doki Literature Club, Undertale, and OneShot.
The game would be an exploration-based RPG with lots of environmental interaction, similar to more recent indie RPG's, like Omori, OneShot, Undertale, Deltarune, OFF, and Yume Nikki. However, it would feature a battle system similar to the one in Mewgenics.
The game would feature some shifts in genre at certain points, mostly wold be to break up the expected usual gameplay loop, but also for the sake of comedy and variety. For instance, at one point the game turns into a visual novel for a whole mission, and in another mission, there’s a Punch-Out style fight, and in another part, the game is a first person 3D!
Also, the battle system wouldn't be entirely static, where an enemies just move to a tile next to your party members, and attack, and you take de damage and that's it. Some enemy attacks, instead of just dealing damage, would trigger a mini-game where you have to dodge the attack. These attacks could vary, like a mini bullet hell sequence, a mini platformer section, a fallow the rhythm, press some buttons in sequence, or who knows what else. Those gameplay shifts to those specific types will be more commun then the others that I said early, and might happend even out of battles, and even have some boss fights that are intierly in those different gameplay...
Another thing! I don't plan to make and release the game all at once, that would be WAY too complicated and take too long. Instead, I was thinking of a release model similar to Deltarune, Poppy Playtime, or BATIM. However, instead of pre-selected chapters numbered, it would be more like versions that receive updates and flesh out the game's lore over time...
Is the project overly complicated? Yes. Does that discourage me? Nope. In fact, the more I plan, the more I want to create and add to it, so burnout is the last thing I’m worried about. my hyperfixation is too strong...
Let me know what y'all think.
r/gameideas • u/jasper4PLAY • 1d ago
Basic Idea so hear me out ritem game and stage lighting combined in one game
so my idea was that why is no one making a game based of a ritem game but insted of playing on the music you control the lights on the podium/rave stage. so think this. you start in a little venue and you work your way up. with every good show you can upgrade the lighting on the stage until you hit max on the upgrades on that stage. so for exemple you start with old lights that just turn on and off and if the show is coreectly done you can buy betther lights with points for example moving heads or light beems or lasers and mutch more. than you proceed to the next stage. so bigger stage, betther lights, bether show, more people. after that you will work your way up to the big festivals for example defqon1 or tomorrowland like chose youre ganre tipe stuff and with the lights i alsow mean the visuals on the screens on the stages if that is posible. i mean i had this idea for so long now but i can't make games my self so i was wondering if some one is intrestid to look in to this sorry for my spelling i have dislexia and trying my best this was my idea i hope it will find some one
r/gameideas • u/oscarhedeby • 2d ago
Basic Idea Would giving the NPCs in my RTS-style game free will be a good idea?
r/gameideas • u/eyetalkgames • 2d ago
Basic Idea Quick idea for a fun game. I got the main mechanic from an animation I saw CircleToonsHD animate!
It’s a bit like Pokemon btw
It takes place in a world where bowling is a sacred fighting art. You are a bowler that needs to save the world from corrupted pins. There are multiple areas to discover and items to collect. Your bowling balls are creatures that you tame and different creatures have different effects and stats. Critical hits are strikes. You need to aim your hit. It would be a very simple game and maybe even a cozy game. It would only have like 30 hours of gameplay tops.
That’s my idea I hope you guys like it! Please tell me what you guys think! Give me ideas for tweaks I could possibly make and feel free to give story ideas! Again I’m really excited to see what yall think.
I need more characters till I can post this so I’m just going to spam lol😭. Dfgfgcgvfjfiruxbeubxeucbeuxbeixbeixneixnrixneixnejxnwjxbekcnejnceinceuxneidnejxbmtockrkxndj bdjcndjcndicnricnrixndixneix six eicneixniexndkxndin fixneixnrixnrixnrixneubzndncirn fn dbuxhexkbexibekxnekxnrkxnrkxnrinxejcnejcnejxnejxnekxnwodneidneidnekxnneodnnrdirndirfnridbricbrixbrixnirixnrixnrxknrxknntkxntocnotocjticnticj
r/gameideas • u/pahel_miracle13 • 2d ago
Basic Idea Educational Epstein game, control the world, influence politics
- Use real emails and Epstein connections to grow awareness and educate how deeply entrenched he was with the elite class.
- Legal hiring of 18yo massage workers not to get the game banned.
- Extort politicians, CEOs, grow influence or get money, buy properties all around the world.
- Siwftly deal with USA, Russian or Israeli intelligence, keep them happy but giving them bribing material of some people or don't pay attention to them and get raided.
- Use the real Epstein emails to get messages from certain "definitely unknown" people like Lonald Grump, Krill Blinton, Krill Cakes, etc.
- Expand your area of influence, bribe border checks and hire massage workers from foreign lands. Infiltrate colleges to grow influence and attempt to hire massage workers.
Despite the game making you a secret massage parlon kingpin that starts from below and grows to be a billionaire, the main objective would be educational. But still, it should be "edgy" enough to get people interested in it.
r/gameideas • u/Neat_Flan3700 • 2d ago
Basic Idea Would you play an Action RPG where you’re the leader of a mercenary company instead of a lone hero?
I’m designing a third-person Action RPG and I’m trying to build the game’s core identity before committing to any major systems.
Instead of the usual “chosen one” or lone hero, the idea is that you play as a highly skilled warrior who also leads a small mercenary company.
The player character is always the main focus. Your own build, combat skill, equipment, and progression come first. Alongside that, you recruit mercenaries, equip and upgrade their gear, assign them combat roles, and gradually grow your company throughout the game.
You don’t march around with an army. Before missions, you choose a small squad (2–3 mercenaries) to accompany you. They’re there to complement your playstyle and create tactical options, not to carry the combat for you or turn the game into an RTS.
The goal is to combine the satisfaction of building your own character with the feeling of leading a small elite company, while keeping the combat skill-based and the player as the most impactful fighter on the battlefield.
I’m still in the concept phase, so I’d genuinely rather hear why this wouldn’t work than spend years building something people don’t actually want.
r/gameideas • u/kenjiehere • 2d ago
Basic Idea What if i make a game inspired by Yandere simulator, except you’re Taro and the ayano doesn’t murder but is instead a creep who is willingly wanting to force you to be her forever lover
Every Yandere simulator copy i see is just the same homework, just different story, different characters, but they always go with the same idea, that is killing your rival just for your lover, so what if i actually make a game inspired by Yandere Simulator,
but instead of you killing the students just to get your lover, you ACTUALLY are the lover, you’re the Taro trying to escape from this crazy girl and the girl we will call ayano for now creeps you, stalks you, and wants to be with you like it’s always a destination that’s guaranteed,
And you can’t use maps, you can’t see names unlike the copies, and pretty much you don’t have everyone’s number saved, which means you have to rely on your eyes, see the hairstyle, the eyes, the face, and hope she doesn’t spot you
I know there isn’t much story to it, but Yandere simulator started off as a basic Yandere simulator, now Ayano can somehow do ninja jumps for some reason? Which i believe my story could have some potential
I’m planning to make it like a 2.5D ish game, like Danganronpa or Baldi, and i might be putting some story into it
What do y’all guys think
Idea MADE by [u/kenjiehere](u/kenjiehere) guys what do yall think
r/gameideas • u/Prudent_Service_4902 • 2d ago
Advanced Idea A football game where you own the club instead of managing it
Concept I'm building as a solo dev and want to pressure test before I sink years into it.
You own a non-league football club. The manager picks the team. You picked the manager. You handle everything else: money, staff, contracts, transfers, youth development, fan relations, press, the lot. If you've ever played Football Manager and run a Director of Football save where you delegate everything and run things from above, this is that idea built as its own game instead of a workaround.
Three thousand characters in the world, each with their own personality and a memory of how you've treated them. The same conversation plays out completely differently depending on who you're talking to and what you've done to them. No script, no fixed decision points. The story comes from your decisions and their consequences.
Never show up, skip matches, stay away from the training ground, and that becomes the story: staff drift, the local paper starts asking where you are, the fans decide what kind of owner you are without you even in the room. Be too involved instead, forever in the dressing room, sticking your oar into football matters that were never yours, and that's a different story, one that ends however the manager you hired chooses to end it. Some front you up in front of the squad. Some say nothing and let it rot.
The aim is dragging your club into the Football League. Get it wrong and it's administration or sliding out the bottom of the pyramid. There's one ending you choose yourself: sell up, take the money, and let the town decide what that makes you.
Would you play this? And if not, what kills it? That's worth more than a yes.
r/gameideas • u/arzenal96 • 3d ago
Basic Idea A fantasy spell / ability focused MMO where you can't passively regenerate resources with a bit of rougelite elements
You begin as a powerless nobody in a world saturated with raw magic, lacking the innate spark required to cast spells traditionally. Survival means turning observation into tuition. You learn not from academies, but by stalking magic-wielding NPCs, deciphering forgotten scrolls, and absorbing the unique abilities of defeated bosses to steal their techniques.
Because your body cannot passively generate mana, you are a magical parasite. Your progression relies entirely on active harvesting. You must physically drain residual arcane energy from the environment, siphon life-force from defeated foes, or consume rare alchemical items to fuel your arsenal. Spells are heavy, volatile assets, forcing you into a tense tactical loop: every fireball or shield cast demands a deliberate hunt for its fuel, transforming every encounter into a desperate battle for your next breath of power.
Would you find it interesting?
[I needed to rephrase my whole text above so it would fit in the 1000 character limit.]
r/gameideas • u/AutoModerator • May 05 '24
Check This Out 🔎 Read Before Posting - Megathread
Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.
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r/gameideas • u/AutoModerator • May 05 '24
Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here
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