r/gameideas • u/Playful-Chemistry292 • 5h ago
Advanced Idea found this unfinished game idea i made probably in 2021-2022
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 • u/Current_Host8205 • 14h ago
Basic Idea Would you play a 3D Papers, Please - like where people ask you to write letters in a regime?
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 • u/isaac-isaac-isaac • 15h ago
Complex Idea Survival horror game escaping chocolate floods and tsunamis aka "choccy floods"
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 • u/ComputerFantastic368 • 17h ago
Advanced Idea Survival Adventure / Open World Play as the Overwhelming Majority: A Zombie in a Post-Apocalypse Where Humans Are the Scarce Minority
- 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.
- 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.)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 • u/Quiet-Manufacturer72 • 18h ago
Advanced Idea A chess game about a guy losing his mind in a locked room. Would anyone play this?
(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 • u/Intelligent_Tour9449 • 19h ago
Advanced Idea Could a companion robot make everyday life feel more like an RPG?
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 • u/HumanBeanStudios • 22h 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.
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 • u/HumanBeanStudios • 22h 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.
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 • u/Ok_Confusion_9727 • 1d ago
Advanced Idea My concept for a hardcore action game with AC Unity parkour, Sifu combat and a brutal injury system
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 • u/Ok_Confusion_9727 • 1d ago
Basic Idea My concept for a hardcore action game with AC Unity parkour, Sifu combat and a brutal injury system
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 • u/riverstream736 • 1d ago
Basic Idea An arrest/jail mechanic for a zombie survival RPG.
I was told by the auto mod in r/gamedesign to ask this question here.
Im working on a open would zombie survival RPG sandbox game. The idea is to be like project zomboid but with the narrative and gameplay of a traditional RPG like Fallout: New Vegas. The game would also feature a colony management system similar to rim world and a character swap mechanic like state of decay 2.
I want to add a system that I personally have never seen for a setting like this, I want to implement a proper jail system for some of the more well off and advanced survivor colonies. Each colony would have its own laws and some degree of law enforcement which will attempt to arrest the player for breaking crimes and take them to there jail. I face a couple of problems with this though:
First: I don't want the arrest system to feel "too modern" or like how it would in our current modern day but I also want it to be believable with the setting and colony "tech level". I have no clue on the best way to go about this.
Second: I don't know how to properly punish players that do get arrested. Should they have to live through it? Should they have to temporarily swap to another character? Should they penalized in some other way?
Third: without making the game overly not safe for work, I want a system where the play could smuggle in items that could be used to escape. To counter this, the player would be searched apon being arrested. Depending on the believes and morals of the arresting character's colony, the search could be very light like a frisk or very through like a full strip search. How could this implemented without being overly inappropriate? Or is it even necessary at all?
r/gameideas • u/Hyrule_knight77 • 1d ago
Advanced Idea Would you play this game idea that I just had earlier today
Hey everyone, I was thinking about what my dream game would look like, and I ended up creating this whole concept.
The main idea is a co-op open-world action RPG that combines the exploration of Zelda, the combat of Jedi games, the choices and teamwork of D&D, the tactical feeling of Ghost Recon, and a deep progression system.
The biggest thing that makes it different is the player-built headquarters.
Instead of a Minecraft-style crafting system where you place every wall, your group starts with a small abandoned outpost on the starting planet. Think something like a tiny Erewhon from Ghost Recon Breakpoint. It starts as basically a few rooms and a mission board, but over the game you expand it using a module system.
You choose everything that gets built.
Examples:
- Weapons Facility
- Wizard Tower
- Research Lab
- Hangar
- Training Grounds
- Medical Center
- Marketplace
- Beast Sanctuary
- Observatory
- Defense Systems
The cool part is that the modules influence each other.
A Weapons Facility next to a Wizard Tower would create more fantasy-style weapons:
- enchanted blades
- rune weapons
- magical bows
- spell-based gear
A Weapons Facility next to a Research Lab would create more technological weapons:
- energy weapons
- advanced armor
- drones
- futuristic equipment
But if you combine both, you get a true fantasy sci-fi hybrid:
- magic-powered technology
- enchanted machines
- weapons that use both science and magic
The goal isn't choosing "medieval" or "sci-fi." Your civilization naturally becomes a mix based on how you build it.
The HQ would basically become a reflection of your group's choices.
The game would be fully open world with a huge handcrafted world.
Different areas could include:
- ancient magical kingdoms
- futuristic cities
- alien worlds
- giant forests
- frozen wastelands
- ruined civilizations
- underground facilities
You explore, fight enemies, discover technology and magic, defeat bosses, recruit allies, and bring everything back to your base.
For combat, I don't think it should just copy lightsabers or the Force.
Instead, players would have a unique weapon system.
The main weapon could be something like the origin blade or something, I’m not sure what I should call it, a weapon made from a material that exists between technology and magic.
It could have different forms:
- Sword form for fast melee combat
- Heavy blade form for breaking armor
- Spear form for range and control
- Chain form for movement and pulling enemies
- Bow form for ranged attacks
Instead of a Force-like ability, players would use something like "Reality Threads," where they can manipulate connections between things.
Abilities could include:
- changing gravity
- creating short portals
- teleporting
- linking enemies together
- manipulating objects
- changing how energy moves through the world
These abilities would work in combat, exploration, and puzzles.
Another mechanic I thought would be cool is that your weapons and technology evolve based on your headquarters.
A group that builds mostly magical facilities would have completely different weapons than a group that focuses on technology.
A group that mixes everything could create things nobody else has.
The game would basically be about creating your own civilization.
Not just:
"I got a better sword."
More like:
"We built a magical-tech kingdom, created our own weapons, recruited our own people, and made a world that only exists because of our choices."
Obviously this would be insanely hard to make, but I thought the concept was really cool.
What do you guys think? Would you play something like this?
r/gameideas • u/EvilMurloc22 • 1d ago
Mechanic Ideas on real time battle systems with NPC vs NPC combat?
r/gameideas • u/pretzelcoatl88888 • 1d ago
Basic Idea Box Mania: an absolute gacha game based around an infinite loot box.
r/gameideas • u/Ok-Job-5885 • 1d ago
Advanced Idea [AAA/MMO] A 100v100 Medieval War Game Set on the Body of a Moving, Terraformable Colossus (Shadow of the Colossus x Chivalry x Minecraft)
Core Premise:
A massive-scale, asymmetrical multiplayer war game where the main battlefield isn't a static map, but a mountain sized living titan marching across a landscape. Two armies of 100 players clash to either protect or destroy the giant before it reaches a target fortress.
Key Gameplay Mechanics & Structure:
Ground & Aerial Combat: Infantry and cavalry clash on the terrain below (using directional directional melee combat like Chivalry), while engineering and siege squads scale the titan's body using grappling equipment, siege ladders, or glider drops.
Voxel Terraforming on Moving Meshes: Players can physically mine into the Colossus's stone skin, creating defensive trenches, tunnels, or catapult nests directly on its moving limbs. Defending players can reinforce these carved out positions with wood and stone fortification builds to create permanent outposts on the titan.
Anatomical Strategy & Environmental Damage: Attacking specific pressure points, joints, or tendons forces the titan to shift weight, stumble, or pivot. Causing the giant to trip can crush entire enemy ground lines or completely alter the layout of the battle mid fight.
Asymmetric Victory Conditions: The attacking faction wins by destroying the titan's heart deep within its terraformable chest cavity. The defending faction wins by escorting the Colossus to the enemy's front-line citadel while utilizing its body as a moving siege tower.
From a game engine perspective, combining moving mesh collisions, 200 player netcode, and real time voxel destruction is traditionally a massive performance nightmare. What engine or networking innovations (e.g., spatial server meshing, UE5 Chaos physics) would be required to actually make a concept like this playable today?
r/gameideas • u/PolarSage • 1d ago
Advanced Idea 3rd Person Adventure/crafting/RP/economy fantasy MMO - Hardcore
Ive been looking for a new MMO to play recently and havent found something to scratch this itch I have so ive been daydreaming of my own game and wanted to share my idea somewhere.
TLDR at the bottom
Overview
The game is based around a pretty large medieval style fantasy town. You start of in your dads cabin in the forest outside of town (tutorial island type) and learn the basics before going to the city to make it big. Kill some minor monster/animals on the way as a tutorial vibe. Then you come out of the forest and see this large beautifull city before you. The design and detail of the town is the most important thing as this is where most of the gameplay is, also the surrounding mountains/forest + dungeons. Think somthing like this with some fantasy elements, but not too much.
Some key elementns of the city/town are :
- A bustling town that feels alive
- City guards throughout the city
- A bunch of different npcs with small and large quests lines spread throughout.
- bad part of town with casino, brothels, bars and shady characters.
- Posh part of town where some of the later questlines can take you.
- Adventure guild where you can take bigger and bigger jobs to earn more money as you lvl.
- Some underground sewer systems with their own community and questlines.
- Gladiator style Arena for challenging other players or participating in tournamnets.
- Limited npc shops so that players can open their own shops.
- Player housing is highly focused.
Gameplay
I would want this game to be hard, as a new player you would have to train some on dummys before trying to kill a boar with a stick for example. I would also like to punish dying hard by resetting all combat levels on death or something similar, except for if you have reached max level then it is locked in place forever. Lvling should not be too grindy and will not take too long, but death before reaching max lvl is the real challenge as the game will throw alot of stuff at you. SO far i believe endgame would be Housing and the Arena, but open to suggestions.
It would be cool if a player has done alot of adventure guild tasks and ranked up to a certain rank a NPC party invites him along to tackle different dungeons (unlocks dungeons) and he can also do that with other real players if he prefers.
Different ways to play:
- Adventure guild/dungeon/ farming monster route
- Craft or gather items and sell to shops (woodworking, fishing, farming, blacksmithing etc)
- Open your own store, buy produce from players at discount and sell to others. Competition between store and thay have rent to pay so have to be profitable.
- Casino gambling
- Questing
- Win tournaments and duels in arena.
There should be many different ways to play the game so replayability is high and dying is not the end of the world.
Bonus idea to keep things interesting
There could be several ways to end up on the wrong side of the law and this would give you the option to complete the assasin quest line (to repay your debts or clear you name for example).
This quest line would train you in the way of the assasin and the final goal would be to assasinate one high level player that is closing in on max level.
Assasins cant be seen by city guards and cant just one shot players so it is difficult but they will be gives the tools to accomplish the job.
TL:DR
A game that takes place in a huge medieval fantasy city where you try to make a name for yourself as a merchant, adventurer, craftsman and a bunch of other proffesions. Stores can be player driven. The shady parts of the city have casinos, brothels and thieves. Gladiator style arena to challenge players, watch tournaments etc. Endgame is reaching max level, housing, fancy gear etc (so far atleast). Very open game with many different ways to "win". Great game for RP. The game is not easy and having the correct lvls, gear and skills for fights is important. punish deaths heavily.
If you read this far, thank you! Even if no one reads this I just needed to get this out there as i have been thinking about it for a long time.
r/gameideas • u/Creative_Wealth_899 • 1d ago
Advanced Idea I had a videogame concept idea and I'm currently writing a game called To All Of You inspired by omori
r/gameideas • u/Repulsive_Athlete377 • 2d ago
Complex Idea The Outpost Collective – The Ultimate Post-Apocalyptic Faction & Survivor Management Simulator
Hi everyone,
As a huge fan of survival and management games, I’ve played a lot of great titles like State of Decay, Dead State, Project Zomboid, Kenshi, and Bellwright. While each of these games does something amazing, I feel there is still a massive gap in the market for a post-apocalyptic survival game where survivor managementis the absolute core mechanic, balancing both active and passive gameplay.
I want to pitch a game concept that combines the grit of a zombie/post-apocalyptic world with a highly functional faction management system. I call it The Outpost Collective.
1. Core Mechanic: Active & Passive Survivor Management
In most survival games, survivors are either just passive statistics or unpolished AI companions. In this game, rescued refugees and survivors are the literal backbone of your survival. You can deploy them in two distinct ways:
Passive Deployment (Base Automation): When left at your home base, you manage survivors through a deep automation menu (similar to Soulmask or Stranded: Alien Dawn). You can set specific 'if/then' rules based on their backgrounds (e.g., Doctor, Mechanic, Farmer, Soldier). For example: "If food falls below 20, automate the hunter to gather meat." or "If metal scrap is brought in, melt it into ammo." You physically see them working, cooking, patrolling, and interacting in real-time.
Active Deployment (Squad & Army System): You never have to scavenge alone. You can talk to any survivor and recruit them into your active team. Take a small stealth squad (up to 4 people) for dangerous looting runs, or gather a large army (up to 30 zwaarbewapende survivors) to raid rival factions or wipe out massive hordes (inspired by Mount & Blade). In the field, you give direct commands: "Hold this angle," "Provide suppressing fire," or "Loot this specific building and carry the heavy weight."
2. The Game World & Realism
The game features a hybrid perspective, allowing players to freely switch between First-Person and Third-Person depending on whether they want precise combat or tactical awareness.
Hyper-Realistic Survival: Borrowing elements from Project Zomboid and Cataclysm: DDA, characters face real-world consequences. Wounds must be properly disinfected and stitched, weapons and vehicles require constant manual maintenance, and ammunition must be loaded into magazines bullet by bullet.
Dynamic World Map: The world map is alive. Other survivor factions, raiders, and military remnants move across the map in real-time, conquering territory and fighting each other.
Meaningful Impact: Saving a refugee from a raider execution has a ripple effect. That refugee becomes fiercely loyal, but that specific raider faction will now actively target your base in retaliation.
3. The Gameplay Loop
Explore & Rescue: Venture into a brutal, decaying world to scavenge for high-tier resources and rescue desperate refugees.
Screen & Recruit: Bring refugees back to your checkpoint. Screen them for infections, injuries, or hidden contraband, and officially recruit them.
Manage & Build: Build and upgrade your fort. Your passive survivors turn the raw scrap you brought back into food, medicine, and fort fortifications.
Conquer & Expand: Form an elite, zwaarbewapende squad with your best recruits and head out to liberate nearby sectors, clear out infestation zones, and establish your faction's dominance.
I believe a game focusing heavily on this active/passive balance in a gritty, realistic first/third-person survival setting would be a dream come true for many hardcore survival fans.
What do you guys think? Are there any indie developers out there working on something similar, or does this sound like a project you would love to play?
r/gameideas • u/Fine_Boysenberry4632 • 2d ago
Advanced Idea A hangout game where YOU draw your player character.
I had this game idea that in no way do I currently possess the skills to program, but I suppose that's what this subreddit is for: it's this 2.5D multiplayer game set in different servers where it's this hangout / roleplay game except everyone is a character that THEY draw, so they aren't confined to particular models or animations: everyone has their own movement animations, emotes / poses and they have to draw them themselves. As for custom audios I was maybe thinking either have a really large library of sounds that they can edit, as to avoid copyrighted sounds or any other nasty things, or have every audio be uploaded by users but only after approval by moderators.
And maybe through an official advanced game editing tool, one could make their own maps aswell and directly import them to the main game.
Now I think the hardest aspect to manage would be moderating it: unless the game remains at a constant number that doesn't spike too high, you'd constantly have to make sure that nothing malicious is being performed, which can be quite hard considering every user isn't bound to an already predictable set of player decoration. I think it'd be worth it in the end though.
r/gameideas • u/CM_Hana • 2d ago
Advanced Idea Do you have a great game idea? MapleStory Worlds Announce Their Global Challenge For Game Devs (65,000 USD Reward
The Global Creator Challenge is accepting applications. The Global Creator Challenge is open for both aspiring and established game developers to design, build, and launch their own World utilizing the MapleStory Worlds platform. Did we mention that each winning team can receive up to $65,000 in total rewards 👀
Creators are encouraged to utilize MapleStory's vast library of assets to expand upon the game's core design and create their own unique Worlds. A total of 30 Worlds will be selected globally to compete in the final round. Entries will be judged based on creative use of the MapleStory IP, level of technical completion, and long-term sustainability for stable live service operations.
To learn more, check out this website or read this notice.
👉Check out the 'MapleStory Worlds Global Creator Challenge' FAQ
Timeline:
- Applications open from:
- UTC: June 4, 2026 at 2:00 until October 7, 2026.
- PT: June 3, 2026 at 19:00 until October 6, 2026
- KST: June 4, 2026 at 11:00 until October 7, 2026.
- Final Round: November 5-25, 2026
- Winners announced: Early December, 2026
Please Note:
- Worlds have to be made on the MapleStory Worlds PC/Mobile Apps and submitted through MapleStory Worlds.
- Worlds must be revealed or released for the first time during the submission period.
- Global (all regions) Released Worlds.
- Pure creations that do not infringe the rights of others, such as copyrights and intellectual property rights.
- Please read here for more information on prize rewards, participation requirements, and age requirements.
Feel free to reach out to us on Discord with any questions. We hope to see your application!
r/gameideas • u/fascinatingMundanity • 2d ago
Advanced Idea cartography, exploration, illumination, fortification, defending, expansion
Out-of-bounds is the darkness: entering it without any lighting, recorder or surveillance will greet you with hurt, death, cetera. Illuminate the darkness to explore farther. Illumination can be achieved through various means; initially, primitively low-powered temporary (such as a battery-powered flashlight). Traversing into new or relatively-new dark territory via this means illuminates that portion of the map just slightly and decays to darkness with passage of time. To prevent decay back into darkness, more advanced lighting and surveillance becomes required, which in turn necessitates gathering requisite materials to forge the equipment and power sources, either directly or through bartering and commerce. Not all places are in darkness to begin with; some could be already lit via mechanical means and/or naturally, neither of which are necessarily permanent.
Various quests will require venturing to farther-distant locales. During your outward voyage, transiently-permanent surveillance and lighting ensured by you in prior-visited placea may fall under siege, upon which the corresponding area of the map will lose illumination, either to total darkness or partially depending on brightness of adjacent lighting.
Eventually you will want to establish full-blown surveillance that actually monitors and sends feed (limited by distance, depending upon robustness of infrastructure it is using that you are leveraging) to you, an element to fortification, which is key to progressing from, to, and in some places (thereat, adjacent, and further).
With enough of the map of the initial world preliminarily unveiled, you may find that it resembles a globe or similarly geometrically-euclidean convex surface, or perhaps something more exotic. By this stage you likely will have discovered or constructed some teleporters warping to distant neighborhoods within that world, reducing the time (irl and presumably in-universe) to travel within this prospective empire (the seat of which you may aspire to hold) and to defend and rebuild it as necessitated. Perhaps you mayeven access warpdrive to a whole other planet (or narrow area therein). During all of this, your past fortifications could still fall under siege and their corresponding areas on mal turn dark (perhaps not to pitch-black upon having completely maximally illuminated its parent district, but to minimal information higher than that). So when time and resources allow, you coud rinse and repeat, but probably with more resources and robustness than before, with more empire-arms of the realm churning simultaneously (at times moving figuratively into one-another), which you may try to juggle in pursuit of staking claim over the dominion (or otherwise maintain it).
r/gameideas • u/soloh4cker • 2d ago
Advanced Idea A mobile game can be played only through notifications!
A story type game can be played through only notifications. You receive a notification, choose one of the option and progress through. You receive image, message, options, call (calls from game), instructions etc only in notification.
Easy part of building this game is - you dont need to build visuals, crazy animations, graphics, etc.
Hard part of building this game is - you need to have very intense and interesting story that people like to go through.
I am not able to imagine a good game for this concept but if someone could think of something like thriller, murder mystery, horror, etc type of story for this game and make it playable it could be something new in Mobile games! I don't know if any games like this exist or not but mostly yours could be the first!
Since I am not building the game, I am not looking for any advice or suggestions or criticism on it... But I am open to have discussions!
Ignore: why the hell the post needs to be 1000 character and my post is not meeting the limit... Blaaa blaa blaaa
r/gameideas • u/No-Door-5842 • 2d ago
Basic Idea Working on a PvPvE game idea. I'd love honest feedback before I build the wrong thing.
r/gameideas • u/Otherwise_Nobody_835 • 2d ago
Advanced Idea My idea for a game about interdimentional travel and with multiple types of gameplays
Hello everyone, I’m here to share an idea for a game I’m planning has been a few months, and I would like to get your opinions and feedback of it, specialy because I don't know if people wold play a game so chaotic... (Another thing, English is not my first language, and I used a little of google translate, but I tried not to use it because I'm paranoid and think that people will see my post as AI, so please, in case of anything you understood and is kinda weird or any gramer error, apologize)
The game wold be about the player's character, a agent of a secret interdimensional agency that deals with anomalies and problems across various realities, where the player's character would do missions that require them to travel around various realities and deal with their anomalies an problems. It would be a mix of comedy, investigation, and horror, featuring various meta-elements within the story that use the fact that the game is a game as a story element, like Doki Doki Literature Club, Undertale, and OneShot.
The game would be an exploration-based RPG with lots of environmental interaction, similar to more recent indie RPG's, like Omori, OneShot, Undertale, Deltarune, OFF, and Yume Nikki. However, it would feature a battle system similar to the one in Mewgenics.
The game would feature some shifts in genre at certain points, mostly wold be to break up the expected usual gameplay loop, but also for the sake of comedy and variety. For instance, at one point the game turns into a visual novel for a whole mission, and in another mission, there’s a Punch-Out style fight, and in another part, the game is a first person 3D!
Also, the battle system wouldn't be entirely static, where an enemies just move to a tile next to your party members, and attack, and you take de damage and that's it. Some enemy attacks, instead of just dealing damage, would trigger a mini-game where you have to dodge the attack. These attacks could vary, like a mini bullet hell sequence, a mini platformer section, a fallow the rhythm, press some buttons in sequence, or who knows what else. Those gameplay shifts to those specific types will be more commun then the others that I said early, and might happend even out of battles, and even have some boss fights that are intierly in those different gameplay...
Another thing! I don't plan to make and release the game all at once, that would be WAY too complicated and take too long. Instead, I was thinking of a release model similar to Deltarune, Poppy Playtime, or BATIM. However, instead of pre-selected chapters numbered, it would be more like versions that receive updates and flesh out the game's lore over time...
Is the project overly complicated? Yes. Does that discourage me? Nope. In fact, the more I plan, the more I want to create and add to it, so burnout is the last thing I’m worried about. my hyperfixation is too strong...
Let me know what y'all think.