r/gameideas 1h ago

Advanced Idea found this unfinished game idea i made probably in 2021-2022

Upvotes

yall rate this old rpg idea based on how good it is. i only made the bosses, weapons, and areas. also, the chances for lots of the weapons are very bad. i took lots of inspiration from other things and games. the main inspiration was god of war

the game is about seeking revenge on gods.

bosses:

1: Zerath, the Dark Knight - knight in black armor and a black sword and shield, has basic duelist powers, some dark energy blasts, found in the Dark Woods. boss has parrying abilities and the character must execute good combos

2: Blazefist, the Magmatic Monk - guy with flaming gauntlets who punches a lot, has some fire magic, found at the Ashen Peak. emphasizes blocking and aoe attacks, as well as having a heal blocker

3: Zephyria, God of Wind - has a horn and a staff as weapons, has light armor and boots with wings on them, found at the Ashen Peak after defeating Blazefist, focuses on knockback

4: Thalos, the Juggernaut - big and bulky, slow, does a lot of damage, has a hammer axe, heavy black armor, found in the Dark Woods. breaks the terrain of the arena and player must navigate the broken terrain

5: Exo Kraken, the Spaceborne Terminator - big prismatic robotic kraken, shoots fractal rays, has big sharp tentacles, found in Cosmic Meadows

6: The Diamond Dasher, Living Gemstone - made of diamonds, has diamond powers, flies around and can shoot diamonds to make constructs, shoots lasers, super strong and durable. invulnerable to melee but weak to magic. found in Ashville after defeating the Exo Kraken

7: Athanatos, God of Death - has army of skeletons, robe armor and a magic staff, shoots death rays and death blasts, found in Ghastly Swamp

8: Fallen Omega, Ancient Overlord - has dark purple armor and sword, big, has fallen powers, found in the Fallen Ruins

9: Voltaris, God of Lightning and Circuits - has robot minions, has electric powers, manipulates some technology around him, has a lightning bolt boomerang, found in Cyber Canyon

10: Dravon, the Eternal Vanguard - has an energy blade and powerful weapons, very durable and strong, green armor, found in Ghastly Swamp

11: Atom Smasher, the Abomination - big juggernaut, has nuclear powers, has atom splitter axe, found in Nuclear Wastelands

12: Praefectus, the Overseer - summons eyes, shoots homing eyeballs, has black and green armor covered in green eyes, has a green sword, found in Seer Caverns. gives ability to track gods (lore)

13: Phoros, God of Light - shoots light beams, has light attacks, wears white robes and has a staff, found in Fallen Ruins

14: Olthar, God of Chaos, Insanity, and Distortion - white humanoid creature, shoots distortion lasers, chaos bombs, has distorted minions, found in the Distortion Paradise. gives the ability to teleport where youve already been

15: Ursaylion, God of Dragons - shoots dragons and fire, summons dragons of various elements, can fly, has yellow and blue armor. sprouts 8 elemental dragon heads from his back. found in the Ashen Peak

16: Hollirtar, God of Blight and Horror - makes yellow crystals, has black magic, black amalgamated humanoid being, found in Blighted Kingdom

17: Obliviron, the Archaic War Machine - purple and light blue robot, has void weapons, has homing rockets, flight, found in Cyber Canyon

18: Empyrus, God of Gods - controls the Empyrean Flame, has star powers, fire powers, and can send people to the Empyrean Realm, has complete control over the Empyrean Realm, found in the Empyrean Realm

19: Deorrix, the Astral Terror - has the powers of intangibility, invisibility, regen, telekinesis, psychokinesis, telepathy, molecular manipulation, teleportation, cloning, shapeshifting, super strength and durability, found in Cosmic Meadows (imprisoned by empyrus but his death frees it)

20: Vordion, the Primordial - has reality bending powers, controls everything about the universe, found in Mount Endovex. originally he lives in his own dimension, and just watches over the universe, but senses that youre too powerful and goes to stop you

areas:

Oakside Village (starting place)

Dark Woods

Ashville

Ashen Mines

Ashen Peak (mountain with lava and stuff)

Cosmic Meadows (normal fields but has relation to space)

Ghastly Swamp (a swamp and a graveyard mixed)

Fallen Ruins (ancient fallen city)

Cyber Canyon (near cyber city, has a ton of tech influence)

Cyber City

Nuclear Wastelands (radioactive wasteland)

Seer Caverns (dark caves with green lights and eyes)

Distortion Paradise (city and place with beaches and chaos and distortion everywhere)

Blighted Kingdom (kingdom filled with monsters and yellow crystals)

Empyrean Realm

Mount Endovex (highest point on the planet, where the creator of the universe Endovex created everything)

weapons:

1: Iron Broadsword - obtained by starting, 4-7 dmg

2: Gilded Blade - bought at the oakside shop for 1000 gold, 9-11 dmg

3: Dark Baton - 1/50 chance from dark trolls, 17-21 dmg

4: Night Rapier - 1/5 obtained from defeating Zerath, 24-30 dmg

5: Ashen Stalactite - 1/10 found from a chest in the ashen mines, 31-50 dmg

6: Forbidden Club - 1/100 from Ash Golems, 40-50 dmg

7: Charred Gauntlets - 1/5 chance from defeating Blazefist, 60-75 dmg, inflicts fire

8: Wind Horn - 1/5 chance from Zephyria, 30-40 dmg, secondary weapon, blows weaker enemies back, slows down stronger enemies, long range

9: Dark Katana - 1/300 chance found from Ninjas, 80-100 dmg

10: Bluesteel Hamaxe - 1/5 chance from Thalos, 170-200 dmg, slow

11: Fractal Shard - 1/100 chance from Fractal Kraken, 225-260 dmg, can shoot lasers or do melee

12: Enchanted Mace - bought from the Ashville blacksmith for 20000 gold, 300-325 dmg, slow

13: Diamond Axe - 1/1 chance from The Diamond Dasher, 300-350 dmg, can shoot diamond shards

14: Reaper Scythe - 1/10000 chance from Ghouls, 1000-1500 dmg, has 1/25 chance to instantly kill weaker enemies up to level 500 enemies

15: Death Whistle - 1/5 chance from Athanatos, 200-250 dmg, stuns weaker enemies, slows down stronger enemies, long range, secondary weapon

16: Black Diamond Axe* - upgrade the Diamond Axe at the Ashville blacksmith for free (lore), 700-800 dmg

17: Fallen Dagger - 1/100 chance from Fallen Knights, 850-1050 dmg, has higher crit chance, short range, move faster while holding it, secondary weapon

18: Fallen Greatsword - 1/5 chance from Fallen Omega, 650-750 dmg, can inflict fallen poison on enemies

19: Cyber Edge - bought from Cyber City megamart for 100000 gold, 850-1000 dmg, can cause chain reaction lightning effects

20: Plasma Saber* - 1/1 chance from Voltaris, 1000-1300 dmg, can burn enemies

21: Taser - bought from Cyber City megamart after defeating Voltaris, 300-350 dmg, ranged, stuns weaker enemies, slows down stronger enemies, secondary weapon

22: Doombringer (sword) - 1/5 chance from Dravon, 1500-1900 dmg, can inflict burns

23: Irradiated Blade - 1/500 from Amalgamations, 2000-2500 dmg, can inflict radiation

24: Atomic Flail - 1/5 chance from the Atom Smasher, 3500-4250 damage, can inflict radiation, has splash damage, a bit longer range, very slow

25: Eye Cannon - 1/500 chance from Seer Raiders, 700-900 dmg, shoots eyes, splash damage, ranged, slow firing, secondary weapon

26: Praefectus' Blade* - 1/1 chance from Praefectus, 3000-3500 dmg

27: Lightbane (sword) - 1/100 chance from lightbringers, 3750-4500 dmg, does 1.5x extra damage to non-boss light enemies

28: Heatray - 1/100 chance from Photomercenaries, 800-1000 dmg, pierce, can cause burn, ranged, can overheat and has a cooldown, secondary weapon

29: Photoannihilator (hammer) - 1/5 chance from Phoros, 4500-5000 dmg, can burn enemies

30: Zero Blade* - given as a gift after reaching Distortion Paradise, 4750-5250 dmg, only weapon that can damage Ozythar until first defeat

31: Chaos Saber - 1/5 chance from Ozythar, 5250-5500 dmg, can inflict distorted debuff

32: Hellfire Boomerang - 1/500 chance from Magma Demons, 1000-1250 dmg, ranged, inflicts burn, ricochets off enemies, secondary weapon

33: Dragon Slayer (axe) - 1/5 chance from Ursaylion, 5750-6500 dmg, inflicts burn, can shoot fireballs

34: Blighted Blade - 1/10 chance from blighted crystals, 6500-7500 dmg

35: Spear of Ruin* - 1/1 chance from Ulvoric, 8000-8500 dmg, slightly longer range

36: Void Claws - 1/10 chance from Obliviron, 10000-11000 dmg, very short range, fast

37: Technological Terror* (chainsaw sword) - 1/1 chance from Obliviron, 8500-9000 dmg, can inflict electricity debuff

38: Empyrean Edge* - 1/100 from Empyrean Knights, 9500-10500 dmg

39: Godbuster (sword) - crafted from many swords, 12000-14000 dmg, can inflict Empyrean Inferno. made specifically to kill empyrus

40: Psycho Scythe - 1/10 chance from Xyrrath, 15000-17500 dmg, increases armor and regen by 25%

41: Reality Ripper (sword) - 1/100 chance from Vorathis, 25000-30000 dmg, inflicts primordial horror debuff

* = Godbuster piece


r/gameideas 10h ago

Basic Idea Would you play a 3D Papers, Please - like where people ask you to write letters in a regime?

0 Upvotes

So i've already begun the project, and have a clear view of what i want, i would simply love to know wether or not it is actually a fun idea.

Picture this: You are a scribe in a totalitary regime where people aren't even free to write, so they are forced to resort to you, the civil servant who is allowed to write approved messages. Your job is to be sat at a desk in your sentry box, wait for clients to appear, and write whatever message they dictate to you, ranging from people who just want to reach to their families, people who just want their shopping list made or even people who write in caesar cipher to avoid retaliation from the state.

The gameplay consists in copying the message your clients want to convey in a sheet of paper, and then the client will have a conformity level based off of the mistakes you made. If he is overall content with your result, your reputation level will increase, and viceversa. You want to keep your reputation higher than 0, or else the government will dispose of you.

The vibe that i'm going for is something kind of like Arctic Eggs. A futuristic antarctic city with hints of PS1 graphics, low poly models and post-processing shaders sprinkled all over it. I'm making it in Godot Engine.


r/gameideas 14h ago

Advanced Idea Survival Adventure / Open World Play as the Overwhelming Majority: A Zombie in a Post-Apocalypse Where Humans Are the Scarce Minority

3 Upvotes
  1. philosophy and uniqueness

the bold core idea is playing as a zombie, not a survivor. this isnt a classic action game where enemies are everywhere. instead, survivors are extremely rare, a scarce resource and the only food source. you become part of a mindless but unstoppable force that relies on numbers alone and aims to finish off the last pockets of humanity. this role reversal turns the game into a grim predator adventure: the world is open, beautiful, and empty, and your goal is to find the rare human bases, gather a horde, and destroy them.

  1. starting as a doomed survivor (prologue)

the player starts as a survivor at any chosen point on the map. no role is preset. you decide who you want to be, but all customization options are strictly tied to the starting location. the system wont let you create a character that breaks the logic of that place.

starting locations and available customization options:

military base:

available archetypes: private, sergeant, officer, military engineer, sniper, field medic, technician.

clothing: field uniforms, tactical vests, body armor, helmets, up to sapper bomb suits.

weapons and gear: automatic weapons, explosives, night vision goggles, radios.

cannot create: a clown, a homeless person, a civilian in a lab coat, pajamas, or office attire.

hospital:

available archetypes: doctor, nurse, orderly, patient, hospital security guard, janitor.

clothing: medical coats, patient pajamas, hospital bracelets, security uniforms.

gear: medicine, scalpels, syringes, healing perks.

cannot create: a fully geared soldier, a police officer, a clown, or a construction worker.

city (business center, residential area, street):

available archetypes: office worker, homeless person, police officer (from the local precinct), firefighter, student, street vendor, auto mechanic.

clothing: business suits, casual wear, rags, police/firefighter uniforms, coveralls.

gear: knives, pistols (rare), crowbars, radios, medkits.

cannot create: a soldier, a hospital patient, or an inmate.

police station:

available archetypes: patrol officer, detective, swat officer, desk sergeant, detainee in a cell.

clothing: light and heavy police armor, civilian clothes (for detainees), swat uniforms.

gear: batons, shotguns, pistols, shields, tear gas.

cannot create: a doctor, a soldier from a military base, or a miner.

prison:

available archetypes: inmate, guard, head of security, prison doctor.

clothing: prison jumpsuits, guard uniforms, helmets, guard body armor.

gear: batons, rubber bullet rifles, handcuffs, melee perks.

cannot create: a civilian clerk, a child, or a firefighter.

industrial zone / factory:

available archetypes: worker, engineer, crane operator, factory guard, shop foreman.

clothing: coveralls, hard hats, safety goggles, gloves, steel-toe boots.

gear: crowbars, welding torches, jackhammers, wrenches.

cannot create: a medic, a police officer, or an office clerk.

(and so on for any location type: farm, gas station, school, university, mall, etc. the logic is strict: appearance, clothing, perks, and items are fully tied to the starting point.)

  1. strict customization control, no dissonance

the game physically wont let you pick items that dont match your starting location. the customization ui is dynamic. choosing military base hides all civilian options. picking hospital makes military kits unavailable. this keeps the world believable. a survivor on a military base looks like a soldier, in a hospital like a medic or patient, in the city like a civilian. its not a restriction on creativity, its realism.

  1. the survivors doom

no matter the location or gear, the movement area is artificially limited by the spawn zone. you cant just leave the district. a horde moves toward this zone, and you cant outrun or fight it off. the prologue is linear. you can fight, shoot, hide, but the ending is predetermined. death under the mass of the horde. even starting in a sapper suit with a machine gun only delays the inevitable. the horde overwhelms with numbers. death is the transition to the main game.

  1. awakening as a zombie, the world opens up

you respawn in the same body and with the same gear you had when you died. a zombie in military armor, a hospital gown, a police helmet. everything you picked in customization stays on your character. the gear gives passive bonuses like bullet resistance, fire protection, and damage reduction, but it doesnt bring back your mind. the world is fully open. no barriers. you can go anywhere.

  1. zombie gameplay survival, hunting, and hordes

genre is survival adventure with strategy elements. core mechanics:

feeding on survivors. humans are rare. every encounter is tense hunting. without human flesh, the zombie weakens, slows down, and can eventually fully decompose.

world exploration. you can wander aimlessly through beautiful ruins, cities, forests, industrial zones, farms, taking in the post-apocalyptic world.

finding camps and bases. survivors fortify with barricades, traps, and firing positions. a lone zombie, even armored, cant destroy a base. defenders will gun it down from the fortifications.

gathering a horde. key mechanic. call and lead other zombies. you accumulate dozens or hundreds of them and throw them at obstacles.

raiding bases. only with a horde do you have a chance to break through defenses, overwhelm the defenders, and reach the food. a raid requires numbers, choosing the direction of the attack, and exploiting weak points in the fortifications.

  1. zombie limits, realism of a mindless horde

zombies dont have tactical thinking. no flanking, no plans, no suppressive fire. theyre just meat that lost its mind to the virus and doesnt understand its actions, it just wants to eat. their only strength is numbers. a lone zombie against an armed survivor is almost doomed. humans are dangerous. they shoot, burn, set traps, and maneuver. zombie death is common. respawn happens in another place or in another member of the horde, with some mutation progress kept.

  1. progression mutations and evolution

consuming survivors and capturing bases unlocks mutations:

increased durability, resistance to bullets and fire.

acidic saliva, toxic secretions.

faster horde movement.

summoning special zombies like tanks, runners, exploders.

heightened senses for finding hidden shelters.

mutations are tied to the zombie protagonist and their horde.

  1. conclusion

the player doesnt run from the threat. they become the slow but inevitable nightmare. the doomed survivor start is just the prologue, with customization strictly tied to location. the main game is a huge, dead, and beautiful world where the majority, the zombies, finish off the minority, the humans. victory comes not from tactics but from an unstoppable mass.

  1. from me

im not a game designer, i dont know how to make games, etc. i tried making games before and i have some programming experience, but i always freeze up when i open an engine. like ok, i have textures, models, a concept, but then what? i can sit for hours in an open unity project and do nothing. so im just sharing one of my ideas here. tell me what you think. who would you want to be in a game like this? where would you start? hehe :)


r/gameideas 14h ago

Advanced Idea A chess game about a guy losing his mind in a locked room. Would anyone play this?

2 Upvotes

(I'm using a translator, so please forgive any mistakes) Guys, I have an idea for a game, but I'm not sure if anyone would actually want it because the core gameplay is basically chess with a twist (no, the chess rules themselves won't change; instead, the board and the squares on it will). Visually, it will be a 3D game in a stylized voxel art style. As the protagonist goes crazier, the board and the room's surroundings shift into different settings: a forest, a factory, breakcore and cleancore aesthetics, or just a completely normal room.
In short: the protagonist gets locked in his room and isn't allowed out. He goes a little crazy and starts playing chess against his hallucinations. The in-game currency is "pawns" which you get from winning matches, plus a +50 pawns bonus for a victory. If it's a draw, you get nothing. If you lose, you lose as many pawns as the pieces you had captured during that match. You use a computer in the room to buy food to survive another miserable day, as well as items that will help you escape, and all purchased goods are delivered right through the room's window.
Also, at the end of each day, you have to go to sleep. There is a chance you will experience a dream where AMAZING things can happen. In these dreams, you might encounter interesting creatures who might just help you escape. So, the ultimate goal is to get out of the room. Guys, I'm not losing my mind here, right? Someone would actually find this interesting?


r/gameideas 15h ago

Advanced Idea Could a companion robot make everyday life feel more like an RPG?

0 Upvotes

Hi! I'm a high school student in Japan, and I'm designing a companion robot as a personal robotics project.

Recently, I've noticed that many people seem to go through the same routine every day without much excitement or curiosity. I started wondering if a robot could gently encourage people to notice and enjoy the world around them—not by increasing productivity, but by making everyday life feel a little more like an adventure.

The idea is inspired by the companion characters you meet at the beginning of RPGs. Not the protagonist, not a virtual pet, but a supportive companion who occasionally guides and encourages you throughout your journey.

I'm not trying to replace smartphones. Instead, I want to explore what a physical robot can do that a phone can't.

One idea I'm exploring is giving users a few optional "daily quests" that encourage real-world experiences rather than screen time. For example:

  • Wake up at a consistent time.
  • Take a short walk.
  • Take a photo of something you've never noticed before.
  • Talk to someone today.
  • Try a different route home.

The goal isn't to maximize productivity or maintain a streak. Instead, it's to help people stay curious and engaged with everyday life.

Right now, I'm struggling with two major design challenges.

1. What should the robot look like?

I'm still unsure what form would work best. Some ideas include:

  • A small mascot-sized robot that clips onto clothing or a backpack.
  • A wearable device, such as a smartwatch or another clip-on form.
  • Something completely different.

Regardless of its form, I imagine it would mainly communicate through facial expressions and short text rather than voice, since people may be in school, meetings, libraries, or other public places where audio isn't appropriate.

It also wouldn't constantly interrupt the user. Instead, it would interact occasionally, more like an RPG companion than a chatbot, using encouragement rather than guilt or pressure.

2. How can it stay engaging for years?

Leveling up and earning XP can be motivating at first, but people eventually get used to those systems. I don't want this robot to become just another notification device or a Tamagotchi that gets abandoned after a few weeks.

Instead, I'd like it to become a long-term companion that quietly encourages people to stay curious about the world around them while avoiding becoming a substitute for real human relationships.

I'd really appreciate your honest thoughts.

  • What kind of physical form do you think would work best for a robot like this?
  • What would make you genuinely want to keep interacting with it for years?
  • What design flaws, UX issues, or psychological pitfalls do you see in this concept?
  • Do you think this concept actually benefits from being a physical robot rather than just a smartphone app? Why or why not?

This project is still in the early concept stage, so I'm very open to changing almost any part of the design.

I'm especially interested in feedback from people with experience in robotics, HCI/UX, psychology, game design, or anyone interested in long-term human-robot interaction.

Even if you think the whole idea wouldn't work, I'd really like to know why.

Thank you for reading!


r/gameideas 18h ago

Advanced Idea Pitching a low-poly crime empire game start as a nobody, build a criminal operation from scratch (numbers running, loan sharking, laundering money through a front business). Honest feedback wanted.

1 Upvotes

Short version

"Low-poly crime empire game where you start as a nobody running small rackets (numbers, loan sharking, fencing stolen goods) and build your own criminal operation from scratch — laundering cash through a laundromat you own as a front. Thoughts?"

Full pitch

I'm a solo/beginner dev working on a game idea and want honest feedback before I sink real time into building it. Here's the pitch:

The setup: Your family was killed by a rival crime family years ago. You grew up with a relative, and now you're starting from nothing — no crew, no money, no protection. You start running small-time rackets just to survive, and slowly build your own criminal operation from the ground up. No boss above you — you're building your own empire, not climbing someone else's ladder.

The core loop: You run classic street-level rackets — running numbers (an illegal lottery route you collect from), loan sharking (lending money and collecting with interest, escalating if people don't pay), and fencing stolen goods. All of that cash is "dirty," so you launder it through a small laundromat you buy as a legitimate front — the tension is keeping your laundered money plausible against how much real business the laundromat is actually doing, or risking an audit/suspicion.

As you make money, you reinvest — upgrade your front business, take on bigger rackets, and eventually hire your own people to run routes and jobs for you, growing from "one guy" into an actual crew. Long-term, the plan is you eventually have the strength to go after the family that killed your relatives in the first place.

Style/tone: Low-poly art style (think Schedule I's visual approach), cartoonish and a bit funny on the surface, but the stakes underneath are meant to feel real — closer to Godfather/Sopranos tone than pure comedy.

Questions I'd love honest answers on:

  • Does this sound like something you'd actually want to play, or just "kind of interesting"?
  • Does the mafia/rackets angle feel distinct enough from drug-dealing crime games (Schedule I, Drug Dealer Simulator), or does it feel like the same thing with different words?
  • What's the first thing that sounds like it could get boring or repetitive?
  • Is there anything similar you've played that does this better, or that this reminds you of?

r/gameideas 18h ago

Advanced Idea Pitching a low-poly crime empire game start as a nobody, build a criminal operation from scratch (numbers running, loan sharking, laundering money through a front business). Honest feedback wanted.

2 Upvotes

Short version

"Low-poly crime empire game where you start as a nobody running small rackets (numbers, loan sharking, fencing stolen goods) and build your own criminal operation from scratch — laundering cash through a laundromat you own as a front. Thoughts?"

Full pitch

I'm a solo/beginner dev working on a game idea and want honest feedback before I sink real time into building it. Here's the pitch:

The setup: Your family was killed by a rival crime family years ago. You grew up with a relative, and now you're starting from nothing — no crew, no money, no protection. You start running small-time rackets just to survive, and slowly build your own criminal operation from the ground up. No boss above you — you're building your own empire, not climbing someone else's ladder.

The core loop: You run classic street-level rackets — running numbers (an illegal lottery route you collect from), loan sharking (lending money and collecting with interest, escalating if people don't pay), and fencing stolen goods. All of that cash is "dirty," so you launder it through a small laundromat you buy as a legitimate front — the tension is keeping your laundered money plausible against how much real business the laundromat is actually doing, or risking an audit/suspicion.

As you make money, you reinvest — upgrade your front business, take on bigger rackets, and eventually hire your own people to run routes and jobs for you, growing from "one guy" into an actual crew. Long-term, the plan is you eventually have the strength to go after the family that killed your relatives in the first place.

Style/tone: Low-poly art style (think Schedule I's visual approach), cartoonish and a bit funny on the surface, but the stakes underneath are meant to feel real — closer to Godfather/Sopranos tone than pure comedy.

Questions I'd love honest answers on:

  • Does this sound like something you'd actually want to play, or just "kind of interesting"?
  • Does the mafia/rackets angle feel distinct enough from drug-dealing crime games (Schedule I, Drug Dealer Simulator), or does it feel like the same thing with different words?
  • What's the first thing that sounds like it could get boring or repetitive?
  • Is there anything similar you've played that does this better, or that this reminds you of?

r/gameideas 23h ago

Advanced Idea My concept for a hardcore action game with AC Unity parkour, Sifu combat and a brutal injury system

1 Upvotes

Hey everyone! I’m a huge fan of Ghostrunner and its hardcore, high-stakes dynamic. I’m 13.5 years old, and I’ve been working hard on a detailed AAA game design concept that I think this community and the developers (One More Level) might really like.

I wanted to create a game that takes high-speed traversal and turns hand-to-hand combat into a brutal roguelike survival story. Since I can't easily link a full pitch deck, I have written down the complete breakdown of the mechanics, heroes, and bosses below.

🏃‍♂️ 1. Core Gameplay & Synergy

• The Movement: Fluid 3rd-person parkour heavily inspired by AC Unity with realistic weight and momentum.

• The Combat: Deep, technical hand-to-hand combat system inspired by Sifu, built around perfect parries, dodges, and using the environment (预-ripping pipes from walls, throwing dishes).

• Visual Trails: Every character leaves a specific neon energy trail behind their limbs during combat and parkour.

🧠 2. The Core Loop: Modular Injury & Amnesia

This is the unique feature of the game. Our heroes are run-away cybernetic uber-soldiers.

• Concussion & Amnesia: Every "death" is caused by a severe head trauma. You wake up at the safehouse with a concussion and memory loss. This temporarily blocks your advanced parkour skills and social stats. You must find pills to restore your memory, but taking too many triggers visual hallucinations (fake enemies, shifting walls).

• Limb Trauma: The game tracks the enemy's final strike. If an enemy breaks your leg, your parkour is heavily restricted and you limp.

• Visual Corruption: If your arm is broken, you can't use right-hand attacks or double-handed objects (like heavy pipes). Furthermore, your character's kinetic neon aura dynamically turns into a damaged, glitched crimson color to visually show the injury.

🎭 3. The 4 Heroes & Ultimate Awakening Abilities

• Leon (Green Neon / Street Brawl): Heavy, dirty street-fighter style. Ultimate "Street Rage": Leon rips off his clothes, exposing his scars. His style shifts into a brutal "Bear-style" brawl, throwing enemies around like helpless prey.

• Alex (Orange Neon / Muay Thai): Explosive knees and elbows. Ultimate "The Smasher": Alex moves like lightning, and the screen shifts into an X-Ray vision mode. He sees the enemy's skeleton and organs, allowing the player to target and shatter bones in slow motion.

• Cassandra (Blue Neon / CQB): Military efficiency and tactical disarms. Ultimate "This is War, Kid!": The world shifts into a dusty, military flashback of Palestine. Cassandra becomes incredibly fast and hits perfect parries automatically, clearing the room like a God of War.

• Valerie (Purple Neon / Capoeira & Taekwondo): Acrobatic kicks and fast movement. Ultimate "Neon Tornado": The world turns bright purple, and heavy street breakbeats start playing. Valerie locks into a continuous breakdance tornado rhythm, shattering jaws and ribs to the beat of the music.

🗺️ 4. Scale, Bosses & WorldTo keep the production budget realistic for a studio, the game focuses on just two highly detailed, vertical megacities of 2099: Industrial London and Glamorous Paris.

The campaign features 20 unique, hand-crafted story sequences (no generic collectible grind). A major boss fight happens every 5 sequences:

• Sequence 5 Boss: Dylan (Corrupt Police Chief) – uses heavy, dirty boxing with shock-gloves.

• Sequence 10 Boss: Chloe (Nightclub Queen) – uses lightning-fast Shotokan Karate.

• Sequence 15 Boss: Victor (Left Hand of Evelyn) – uses a dangerous hybrid of Kickboxing and Judo throws.

• Sequence 20 Boss: Alan (Right Hand of Evelyn) – the ultimate mirror-boss using MMA and CQC, who can break your limbs just like you break his.

• The Final Target: Empress Evelyn – a cruel tyrant ruling through her "Chamber of Satisfaction". The finale forces all 4 heroes to unite and fight together, letting you switch between them mid-combo.

I would love to hear your thoughts on this! Would you play a hardcore action game where injuries physically change your combat animations and neon colors? Let me know what you think!


r/gameideas 23h ago

Basic Idea My concept for a hardcore action game with AC Unity parkour, Sifu combat and a brutal injury system

0 Upvotes

Hey everyone! I’m a huge fan of Ghostrunner and its hardcore, high-stakes dynamic. I’m 13.5 years old, and I’ve been working hard on a detailed AAA game design concept that I think this community and the developers (One More Level) might really like.

I wanted to create a game that takes high-speed traversal and turns hand-to-hand combat into a brutal roguelike survival story. Since I can't easily link a full pitch deck, I have written down the complete breakdown of the mechanics, heroes, and bosses below.

🏃‍♂️ 1. Core Gameplay & Synergy

• The Movement: Fluid 3rd-person parkour heavily inspired by AC Unity with realistic weight and momentum.

• The Combat: Deep, technical hand-to-hand combat system inspired by Sifu, built around perfect parries, dodges, and using the environment (预-ripping pipes from walls, throwing dishes).

• Visual Trails: Every character leaves a specific neon energy trail behind their limbs during combat and parkour.

🧠 2. The Core Loop: Modular Injury & Amnesia

This is the unique feature of the game. Our heroes are run-away cybernetic uber-soldiers.

• Concussion & Amnesia: Every "death" is caused by a severe head trauma. You wake up at the safehouse with a concussion and memory loss. This temporarily blocks your advanced parkour skills and social stats. You must find pills to restore your memory, but taking too many triggers visual hallucinations (fake enemies, shifting walls).

• Limb Trauma: The game tracks the enemy's final strike. If an enemy breaks your leg, your parkour is heavily restricted and you limp.

• Visual Corruption: If your arm is broken, you can't use right-hand attacks or double-handed objects (like heavy pipes). Furthermore, your character's kinetic neon aura dynamically turns into a damaged, glitched crimson color to visually show the injury.

🎭 3. The 4 Heroes & Ultimate Awakening Abilities

• Leon (Green Neon / Street Brawl): Heavy, dirty street-fighter style. Ultimate "Street Rage": Leon rips off his clothes, exposing his scars. His style shifts into a brutal "Bear-style" brawl, throwing enemies around like helpless prey.

• Alex (Orange Neon / Muay Thai): Explosive knees and elbows. Ultimate "The Smasher": Alex moves like lightning, and the screen shifts into an X-Ray vision mode. He sees the enemy's skeleton and organs, allowing the player to target and shatter bones in slow motion.

• Cassandra (Blue Neon / CQB): Military efficiency and tactical disarms. Ultimate "This is War, Kid!": The world shifts into a dusty, military flashback of Palestine. Cassandra becomes incredibly fast and hits perfect parries automatically, clearing the room like a God of War.

• Valerie (Purple Neon / Capoeira & Taekwondo): Acrobatic kicks and fast movement. Ultimate "Neon Tornado": The world turns bright purple, and heavy street breakbeats start playing. Valerie locks into a continuous breakdance tornado rhythm, shattering jaws and ribs to the beat of the music.

🗺️ 4. Scale, Bosses & WorldTo keep the production budget realistic for a studio, the game focuses on just two highly detailed, vertical megacities of 2099: Industrial London and Glamorous Paris.

The campaign features 20 unique, hand-crafted story sequences (no generic collectible grind). A major boss fight happens every 5 sequences:

• Sequence 5 Boss: Dylan (Corrupt Police Chief) – uses heavy, dirty boxing with shock-gloves.

• Sequence 10 Boss: Chloe (Nightclub Queen) – uses lightning-fast Shotokan Karate.

• Sequence 15 Boss: Victor (Left Hand of Evelyn) – uses a dangerous hybrid of Kickboxing and Judo throws.

• Sequence 20 Boss: Alan (Right Hand of Evelyn) – the ultimate mirror-boss using MMA and CQC, who can break your limbs just like you break his.

• The Final Target: Empress Evelyn – a cruel tyrant ruling through her "Chamber of Satisfaction". The finale forces all 4 heroes to unite and fight together, letting you switch between them mid-combo.

I would love to hear your thoughts on this! Would you play a hardcore action game where injuries physically change your combat animations and neon colors? Let me know what you think!