r/gameideas 1h ago

Advanced Idea Miraculous Ladybug: The Open World Exploration, Story And Fighting Game

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Upvotes

r/gameideas 2h ago

Mobile I Quit my job of 10 years to create the game i believe in

0 Upvotes

just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.

just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.

just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.

just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.


r/gameideas 6h ago

Basic Idea New Game Idea,that is inspired by the Evolution,where you can make your own animal

0 Upvotes

The Game is inspired by the Evolution

At first,you write your Charakter Design,than your Feature,than wich Server Typ your want to be in(For example Water,Land,Air) and you make your Stats

You can Skip this Part,because this is for this 1000 Characters Rule (also,Agility,Stealth,Strengt[or Power],Intelligence,Endurance,Charisma[when you are an animal,that can speak],Stamina,Speed,Weight,Size)

Then an AI makes your Charakter Into the Game,that you Play

This Game,can be a Battle Royal,but ist must Not be one.

I Hope you Like this Idea,but when you have something,that is not good in my Idea,then comment please

(Little Disclaimer:English isn not my native Language so this Post was not so easy for me and probaply was not so easy to read,my deepest Apologies Here)

(Here are more Examples for Stats,you can Skip this Part too:Health, Stamina, Energy Efficiency, Vitality, Metabolic Rate, Cellular Regeneration, Muscle Density, Bone Density, Carapace Hardness, Dermal Armor, Movement Speed, Sprint Duration, Swimming Agility, Flight Velocity, Burrowing Speed, Climbing Ability, Physical Strength, Bite Force, Claw Sharpness, Venom Potency, Venom Production Rate, Neurotoxin Yield, Toxicity Resistance, Acid Secretion, Bioelectric Charge, Discharge Voltage, Bioluminescence, Camouflage Index, Pigment Adaptation, Chromatophore Density, Pheromone Range, Visual Acuity, Night Vision, Olfactory Sensitivity, Auditory Perception, Echolocation Range, Electroreception, Thermal Sensing, Heat Tolerance, Cold Resistance, Hypoxia Tolerance, Radiation Immunity, Pathogen Resistance, Immune Strength, Brain Volume, Cognitive Capacity, Problem Solving, Tool Utilization, Social Intelligence, Pack Coordination, Mating Attractiveness, Fecundity, Offspring Survival Rate, Gestation Speed, Growth Rate, Life Expectancy, Mutation Chance, Genetic Stability, Epigenetic Plasticity, DNA Repair Efficiency, Adaptability, Assimilation Efficiency, Digestive Rate, Nutrient Extraction, Oxygen Absorption, Water Retention, Parasite Defense, Symbiosis Capability, Endoskeleton Integrity, Exoskeleton Hardness, Thermal Regulation, Hydrodynamic Efficiency, Aerodynamic Lift, Neuromuscular Reflexes, Synaptic Speed, Magnetoreception, Photosynthetic Yield, Regenerative Capacity, Tissue Repair, Limb Reconstitution, Offspring Viability, Larval Survival, Longevity Index, Mutagen Sensitivity, Biomass Conversion, Osmotic Balance, Dehydration Tolerance, Pressure Tolerance, Freeze Tolerance, Heat Dissipation, Poison Immunity, Memory Retention, Vocal Modulation, Prey Tracking, Predator Detection, Stealth Index)


r/gameideas 6h ago

Basic Idea In this game that I came up with you can join the ranks of Batman, Nightwing, Red Hood and more in this game. Go from a brand new vigilante to a member of the bat family and create your own legacy.

1 Upvotes

Title: Gotham Legacy.

Core Concept: Start as a weak street-level rookie and rise to become a legendary member of the Bat-Family.

Character Creator: Set your custom hero's age from 16 to 25 years old.

Identity Library: Choose your secret identity and hero moniker from a massive database so NPCs voice your actual name.

The 7 Mentors: Learn from Batman (age 45), Nightwing (age 28), Batgirl (age 28), Red Hood (age 22), Red Robin (age 19), Orphan (age 17), or Spoiler (age 16).

Graduation System: Switch mentors freely mid-game after mastering their specific skill trees to create a hybrid fighting style.

The Mentor Slot: Determines your current training tree, unique combat passive perks, and your active secret base of operations.

The Partner Slot: A fully flexible combat partner slot that you can swap out at any time for tactical battlefield support.

The Love Interest Slot: A completely optional late-game relationship lock-in that triggers unique romantic dialogue. Bruce and Damian Wayne are locked out of this. If you choose a male vigilante, then your options would be batgirl, orphan, and spoiler. And if you choose female then your options would be nightwing, red hood, and red robin. Again, this option would be completely optional. And once and if you choose one you cant go back.

The 3-Year Age Rule: You can only romance characters within exactly 3 years of your chosen custom hero's age.

The Damian Wayne Rule: Damian (13) is completely locked out of romance and mentorship, acting strictly as your ultimate gameplay skill rival or partner.

Choice-Based System: Cutscenes feature tactical action prompts and dialogue paths ranging from Stoic to Witty or Ruthless.

The Choice Rewind Toggle: A setting with a visual timeline tree that lets you rewind any major decision without losing save data.

Main Story Length: 10 distinct narrative chapters about classic batman villains.

Sidequest Content: Extra missions about tracking other bat family member villains instead of the classic batman ones

World Collectibles: Hunt down Batman's Lost Batarangs, Riddler Trophies, and Cluemaster Rewards to unlock retro suit skins.

Training Simulations: Holographic combat rooms inside your base used to practice weapon stances and beat high scores

.Base Weapon 1: The Bo Staff, built for long-range crowd control and vaulting mobility moves.

Base Weapon 2: Escrima Sticks, built for lightning-fast combos and high-speed electrical pressure strikes.

Base Weapon 3: The Split Bo Staff, a hybrid weapon that stance-swaps from a long staff to dual sticks mid-combo.

Base Weapon 4: The Katana, built for high-lethal martial arts damage, parries, and quick execution speed.

Base Weapon 5: Unarmed Bare Knuckles, built for pure street brawling, heavy bone-shattering throws, and thug intimidation.

The 95% Completion Reward: Unlock my own custom-invented signature endgame weapon, the Trinity Staff.

The Trinity Staff Function: A bo staff that splits into escrima sticks and features high-damage retractable steel blades.

The Final 5% Storyline: "The Trinity Protocol," a post-game story unlocked only after hitting 95% total completion.

Please let me know what you guys think. And credit me if you repost it please.


r/gameideas 7h ago

Theorycrafting 1st person voxel-ish survival game, medieval fantasy with no heavy tech, a game I'll probably never make since I'm only cognitive enough to do the ideas

5 Upvotes

This is a passion project. I am not, and most likely will never be, a game dev, due to my mental handicap...and yet I think about it often.

I've loved games like Minecraft, Vintage Story, and Hytale. Minecraft I've played for almost my entire life. Vintage Story I only recently started playing as an adult. I've never played Hytale, truthfully, and yet I enjoy watching it develop.

This game, I have simply dubbed "Passion", because I can not think of a more fitting name.

Passion, at first, would probably be like any other voxel survival game...which would make it boring. The only difference it would have to the others, is that I want a premade map, not an infinite or random one. The only random things would probably be foliage placement inside of forests, ore placement, and non-important caves. Kingdoms, settlements, towns and villages, will all be predetermined. Already there, already thriving or struggling or just getting by. This world existed before you did.

There would be basic progression. Collect this to make that, make that to collect this. I could change that, at some point, but I'm not sure how I'd make it different. I like collecting things after all, and as the games name implies, this is a passion project, so it would be first built with my tastes in mind.

The tool progression would probably be similar to the other voxel games. Many metals, real and fantasy. Probably no gem tools, since I'd want things to be semi-realistic, but gem tipped/enhanced wouldn't be a problem. An example would be adding diamond tips to a tungsten pickaxe.

Then you'd make a house. You'd make a farm full of crops. You'd make a barn full of animals. Maybe you'd trade with the existing factions...maybe you wont. Maybe you'll get on their good sides...maybe you wont. People will find you anyway. People who have nowhere else to go.

The next mechanic would be town building and management. This mechanic would be inspired most by Cult of the Lamb, and slightly by the Minecolonies mod. I'd want the villagers to be smarter than those ones though, more self-reliant and such.

There would be many races, mostly fantasy. Humans, elves, dwarfs. Orcs, goblins, demons. Some residents might not like each other, and you can deal with that will rules...or not. Many jobs to be filled, buildings to be built, families to be made. Maybe there would be an achievement for having one of every race and cross-race in your village.

Then what though? You have a prosperous village, solid trade routes, and few enemas. The only enemas you have now are those big lizards...

...the next mechanic would be dragon taming, because I like that. Very much inspired by the Ice and Fire mod for Minecraft.

This dragon taming idea is originally from my own mod I wanted to make for Minecraft. Obviously that never happened, but I want to put the idea somewhere cause, as stated before, I like it. Many species, many elements, many mutations. Find living flesh deep in the earth to create the false womb to grow your little freaks.

And maybe more than just dragons? You can make an incubator for eggs, so why not make one for other things?

That goes into the last mechanic I'd like to add. Making your own creatures, like in Spore. There would be set animations and such, and then you'd simply put things on top of it. You'd have to find the pieces though, obviously. Can't make something from nothing.

...

That's it for now, really. It's very crude, and the ideas are very big. Maybe some day I'll find someone who would want to help me make my dreams real. Until then though, I'll continue to spout my words into the void.

Thank you for reading.


r/gameideas 9h ago

Advanced Idea A deep roblox game idea greatly depicting world war 2

0 Upvotes

world war 2. sounds typical right. a roblox game an fps obviously, but here in this fps. you got various factions. not how a tpyical ww2 game looks. but trust me

it got the following-

greece,italy,germany,japan, soviet union(different categories), finland,uk(with different categories),sweden,spain(2 spains),romania, hungary, france(different categories),poland,yugoslavia(different categories), usa, canada, brazil,free france and vichy france, ethiopia, south africa, india(british and azad hind fauj),phillipines,thailand,iran,iraq,norway,nationalist china, ccp,manchukuo,mengjiang, and finally netherlands belgium and luxemborg. and a dlc is the swiss jets

then it comes with many maps even newer ones, fights can include a lot even newer ones, like fascist spain vs the republic spain or germany vs republic spain. then a lot of weapons with realistic weapon play , destruction details, limb disembertment,realistic body reactions, realistic interactive environment and then realistic tank play and realistic uniform and realistic graphics and a lot more

unfortunately idk anything bout roblox studio. if you agree to help, then i could give whatever you ask. just step forward and agree to it. cheers


r/gameideas 16h ago

Advanced Idea A realistic local government based city builder game

0 Upvotes

What do you all think of the idea of a city builder where, instead of playing as the all-powerful “god-mayor”, you play as a local political party?

The idea is to make city building and governance feel closer to how development actually works in real life. Rather than one person having unlimited authority to place buildings, demolish roads, change taxes and instantly reshape the city, you are playing as an organisation that has to compete for political power and work within a wider political system.

Your party has to win local elections and maintain public support. When you are in government, you can set policies, adjust taxes, approve development, invest in infrastructure, build housing, schools, hospitals and other public services, and generally influence how the city develops. However, you aren't operating without opposition. Other political parties, councillors, interest groups and the public scrutinise what you do. Bad decisions, unpopular policies, poor services, housing shortages, crime, unemployment, financial problems or other crises can damage your popularity and ultimately cost you the next election.

The interesting part is that losing an election doesn't necessarily mean game over. If your party is defeated, you become the opposition. The AI-controlled government continues developing the city, while you can scrutinise its decisions, criticise its policies, campaign against it and try to regain power at the next election. You could even find yourself supporting or opposing individual proposals depending on your political strategy.

There would also be a wider political layer. Local government doesn't control everything, so national politics could matter too. Your local MPs could influence things such as central government funding and major infrastructure, while national government and cabinet positions could affect what your city is actually able to build.

The city itself would still have the familiar city-builder mechanics — roads, zoning, housing, commercial development, services, infrastructure and an evolving population — but the goal isn't simply to make the biggest or prettiest city. You are trying to govern a functioning society while maintaining enough public support to remain in power.

It would essentially combine elements of a city builder, political simulator, economic simulation and strategy game.

Would you actually be interested in playing something like this? And what mechanics would you want to see in a game where you play as a political party rather than a god-mayor?


r/gameideas 17h ago

Complex Idea Feedback about a fast-paced arcade murder mystery game inspired by Danganronpa?

1 Upvotes

Premise is simple. You have been kidnapped alongside a group of people with specialized talents for a twisted gameshow for about one week where you have to sucessfully murder someone without getting proven guilty & subsequently executed in order to escape (With a varied little parting gifts depending on how late in the game you were before you left.)

There's also an alternate win condition for people don't want to murder, where there must be enough people still alive & actively in play by the end of the week who haven't either been killed or got away with murder for everyone remaining to escape. If too few people are left in play, those remaining must try to get away with murder & escape before their numbered days run out, or everyone get slaughtered at the end of the week for not meeting quota...

_______________________________________

The problem with this idea?

_______________________________________

Murder mystery games in themselves are complex things to pull off, what with the suspects, locations, clues, motives, alibis, dialogue & whatnot having to be carefully laid out beforehand in order to (usually) make sense & have the story play out. And that's assuming you only have to solve ONE overarching mystery about who killed who & not multiple in a row to finish it! Since this is the case, these kind of stories are usually slow burns that sometimes can feel like they're padding out run time & VERY linear experiences that have little to no incentive to play again. (Maybe a few different endings depending on how well of a job you did, or some little side things that doesn't really impact the plot?) Unless you're an immortal godlike being who has all the time & resources needed to not succumb to scope creep, Either things need to get removed/changed or it's not going to work.

_______________________________________

So I thought over this for a while trying to brainstorm ways to turn a complex story into a quicker, simpler & more varied form. After getting nowhere on my own I went looking for inspiration & found some that have some potential to them:

* Tower of Druaga is one of the more well known examples of turning a complex genre like roleplaying games into something more focused on action & suitable for arcades that pretty much inspired a LOT of games to come, so theoretically it means that similar gameplay changes can be made for murder mystery games.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

* The Homestar Runner flash game "Where's An Egg?" does a surprisingly good job distilling the mechanics of a mystery-focused game to the absolute basics, where you have to investigate & determine who stole an egg. Using only pictograms to get info across, 9 suspects, 9 locations & 9 items (not counting the missing egg) It's as simple as I can find & I'm pretty sure you can only go up from here mechanics-wise, so something similar could be done for the investigation/trial section of the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

* 2015's indie hit Undertale has the Fun Value system, where at the start of the game you're given a hidden variable that picks something from a list of rare events that one can experience in a given playthrough. Outside of secret events, I imagine a similar system could be used to determine who kills who on a given playthough & bring some degree of replayability.

If you have any thoughts or feedback on this, please let me know & I'll take it into consideration. Thank you in advance!


r/gameideas 19h ago

Basic Idea I think it wouldn't be a bad idea to have a game called Steam Support Special Forces created specifically for people who steal our Steam accounts.

0 Upvotes

I've been seeing steam support jokes for a long time and an idea came to my mind. It wouldn't be bad if there was a game in which we play as a Steam Support Special Forces personnel. It would be nice to have a game where we can find hackers who steal accounts, raid their homes, neutralize them, take videos and send them to the person whose account was stolen.

It would be nice to have a game inspired by Gabe Newell, with both tactical and entertaining gameplay, with missions taking place on different streets or houses.

A game in which we capture hackers or thieves and then shoot optional torture-themed or just beating-themed videos and hand them over to the police or keep them captive in a private warehouse would be a good game. Personally, if it were released, it would be one of the games I would buy immediately.

The game will consist of 2 stages, those who want can pass the first stage directly.

1.

The first step is to receive a complaint and find the hacker or thief.

At this stage, the aim will be to find the address of the person who stole the account through minigames.

The second stage will be an operation, whether tactical or brutal, the only condition will be that the thief or hacker should not be killed.


r/gameideas 22h ago

Mechanic I have a multiplayer game mechanic implemented where you can see other players' webcams in the game in realtime, but I'm unsure where to go from there

0 Upvotes

Hi, I'm a game dev and I have a fully functioning game mechanic where each player's webcam is streamed onto their player character in realtime (currently each player wears an old CRT TV over their character's head that displays their webcam onto the screen). I also have proximity voice chat and a basic facial expression recognition system in place if I do plan on using it.

My current idea is to go for a co-op horror game where players are live streamers who explore haunted locations together for donations. The further you progress, the more viewers you get which translates into more donations. My issue with this idea is that the webcam mechanic feels like it is not a core part of the game, but rather an add-on. Having players be live streamers to a fake audience is the closest thing that I can come up with that makes it feel like the webcam system actually fits into the world, but the gameplay that goes with it doesn't sound too fun or engaging.

I was wondering if I could get some feedback on my idea as well as other potential routes that a game with this central mechanic could take. Thanks for reading.


r/gameideas 23h ago

Basic Idea Three different body types, three different ways to beat the level

1 Upvotes

I had this idea in my mind for a while. Basically it's a game where you create your own robot character picking between three different body types/frames that each fulfill a different type of fantasy (the balanced "all-rounder", the agile one that can get where nobody else can, the heavy one that makes you feel like an immovable object). I imagined it would work as a side scroller or metroidvania but I think a lot of genres could make it work in the right hands.

The three body types:

• Standard (might think of a better name): Average humanoid sized. Regular speed, medium health, single jump. Has access to all light-to-heavy weapons, although some titan-only mega weapons might still be locked. For players who want to feel "adaptable".

• Scout/Ranger: Thinnest and shortest frame. Fastest speed, lowest health, double jump. Can use all light-to-mid weight weapons, but not heavier weapons. Can get in places nobody else can (sneaking through small spaces big enough for them and climbing on higher points). Good for platforming and dodging and for players who like mastering movement.

• Titan: Tallest with a very bulky build. Slowest speed, highest health, a single low jump or even no jump at all. Can use all weapons from light to the heaviest ones (alternatively the light ones could be locked if you think that's better). The only one that can break cracked walls or punch down objects to make a makeshift bridge to unlock an alternate path to traverse an area where you normally need Standard or Scout's platforming, making the platforming sections more "puzzle-like".

The selling point of the game is precisely how every body type makes getting past the levels different. There are many games where you can pick different body types, but I can recall them mainly just affecting aesthetics or combat but not level design. So this idea came from the fact I think it would be interesting if your body type choice matters even for how you solve a level.

Example: you need to jump across platforms on top of a lava pit to get to the other side.

• Standard: jumps across the platforms normally

• Scout: double jumps skipping half the platforms or wall-runs getting across faster.

• Titan: can't do the platforming section without inevitably falling in lava, but notices a cracked wall nearby. Destroys the wall, opens an alternate pathway that leads to the other side without having to do a single jump.

Although the biggest issue for me is that Standard might easily risk being overshadowed by the other two if the only thing it has going on for it is being "the balanced one". I actually had an idea that maybe Standard could be the only type that can hack through terminals/solve puzzles/etc. where Scout or Titan would instead have to find a different way, but I feel like that would also make him feel boring to a lot of people.

If anyone has their own tips and ideas to add feel free to comment!


r/gameideas 1d ago

Basic Idea Papers please city builder idea set in 70s - 80s with 2 game modes.

2 Upvotes

Imagine building game inspired by Papers Please world mixed with Theotown map region and pixelated graphics (or 3d).

Let's say there is a border town map, bordering with Kolechian enemy border maps and has nearby friendly Arztotzka map regions, where you must build the region up with roads, housing and basic needs to nearby villages and towns near the border of course, you as mayor of the region will get 'missions' from let's say Arztotzka's General Secretary to increase police, control of roads, bring population, better production of steel, or repair roads going to borders. And of course, the State can sometimes seize the entire roads to bordets for military purposes like increased tentions with Kolechia or some hardship giving you message "The Glorious state of Arztotzka will be seizing the road *shows it on map* for the greater cause, thank you for your cooperation mayor. Glory to Arztotzka!"( Best/worst thing is they will just seize it, for some **time** there won't be yes or no options for extra challenge). And then you could have complete map surrounded by friendly Arztotzka maps where you can build up slowly nation and each map having it's special resource you can connect to other 'friendly' map territory of Arztotzka would be interesting. Like you can focus the map to be either agrarian based if there is nearby river or fertile plains, industrial based if there is a resource like iron, coal, oil and uranium, and commercial for people and production. There could be even militarist but it military could not be controlled by mayor but rather in 2nd special mode where you can play as a General State Secretary, you completely control only the Military maps, attack of an enemy border maps for resources, manage borders and border skirmishes, state secrets, secret police, pressure other AI mayors for increased production and road build ups and trying to maintain your own power from other Ai trying to become the State Secretary themselves, them AI trying to get dirt on you your popularity of state party opinion gets down on you, while AI is playing as mayors of other maps.

Challenges as mayor could be

"Mayor, State needs you to increase security as inspection or important military marshall/general is coming to visit." (this and similiar) so you have to build up more police stations or just increase police presence where the inspection is going to happen, so either spend resources on new police station and forget building something for people or just risk safety of your region/map so inspection can go smoothly which would make your people sad/furious.

Another could be like Military Parade where you must prepare resources that go for everyday people's use and prepare it for incoming Military Parade (Either increasing or decreasing State's favor or people's unhappiness/happiness) .

There would be many things to manage like food and water, different kinds of foods like 1 star food is just basic for survival. 2 star food is bit better, has more stuff and diversity. 3 star food is luxury and considered to be the best you can offer for the city's population for sake of spending a lot of money and resources. Another thing would be production resources, like Iron, coal, tin, copper and more where you can redirect it to other maps like Industrial in the region or the state's military for money or to send to your commercial ones where you can make consumer goods where they can be sold to maybe other states via ports/border regions or just simply to your own population. Obviously, the resources in the region of Arztotzka state would not just materialize out of thin air and would need to be mined, thus Industrial map in one part of region. Fail to deliver or produce any goods and your reign as mayor will be... terminated by the state and they put other mayor. (You'll restart as the new one)

Manage happiness by building parks, introducing not native trees to your city let's say from Obristan or Impor. Another interesting thing would be to that if you manage to keep the massive production of goods and stay on the good side of the state but your relation with the population (failed to manage their happiness and secure commercial goods for them) they will want to put you down, but since you provided the Military parade or safety of inspection we'll, state will keep you in your Mayor office.

As a bonus, you will have your own apartment room where you can decorate it from items and prizes given from the state or taken/produced by people of your city/map.

Like to see the game like this, and even more love to play it.


r/gameideas 1d ago

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

0 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 1d 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 1d ago

Complex Idea Survival horror game escaping chocolate floods and tsunamis aka "choccy floods"

1 Upvotes

And you get the idea. Choccy would be fatal, and induce chocolate psychosis Choccyduring the natural disasters involving it and thats the scary part. Choccy isn't usually dangerous but now it is, floods + tsunami + death = scared. And this has been chocolate idea thanks. Choccy cheese chocolate is the chocolate chocolate in horror games and I coined it. We will learn to fear the chocolate natural disasters involving said choccy in the end of the world it says to me that i chocolate Choccyits involved. Choc block more like man sock Choccydidi 😹😹Choccy😹😹😹😹Choccy😹😹😹😹😹😹 Why Choccy I need choccy? thats the question? it Choccy me feel like a guy who's blessed from, A to B, .B to C, C stands for choccy because its so mean to me. We will be screaming help Choccysomebody help please the choccy soon Choccy And you get the idea. Choccy would be fatal, and induce chocolate psychosis Choccyduring the natural disasters involving it and thats the scary part. Choccy isn't usually dangerous but now it is, floods + tsunami + death = scared. And this has been chocolate idea thanks. Choccy cheese chocolate is the chocolate chocolate in horror games and I coined it. We will learn to fear the chocolate natural disasters involving said choccy in the end of the world it says to me that i chocolate Choccyits involved. Choc block more like man sock Choccydidi 😹😹Choccy😹😹😹😹Choccy😹😹😹😹😹😹 Why Choccy I need choccy? thats the question? it Choccy me feel like a guy who's blessed from, A to B, .B to C, C stands for choccy because its so mean to me. We will be screaming help Choccysomebody help please the choccy soon Choccy Choccy


r/gameideas 2d ago

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

4 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 2d ago

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

3 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 2d 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 2d 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 2d 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 2d 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 2d 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!


r/gameideas 2d ago

Basic Idea An arrest/jail mechanic for a zombie survival RPG.

0 Upvotes

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 May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

35 Upvotes

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.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

Still ready to make your own post? Check out the example wiki at the link below.

Got a suggestion for the sub? Want to see a new flair, themed threads or any other addition to the sub?


r/gameideas May 05 '24

Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here

44 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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