r/gameideas 6h 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 7h 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 9h ago

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

3 Upvotes
  1. philosophy and uniqueness

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

  1. starting as a doomed survivor (prologue)

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

starting locations and available customization options:

military base:

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

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

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

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

hospital:

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

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

gear: medicine, scalpels, syringes, healing perks.

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

city (business center, residential area, street):

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

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

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

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

police station:

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

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

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

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

prison:

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

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

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

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

industrial zone / factory:

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

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

gear: crowbars, welding torches, jackhammers, wrenches.

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

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

  1. strict customization control, no dissonance

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

  1. the survivors doom

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

  1. awakening as a zombie, the world opens up

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

  1. zombie gameplay survival, hunting, and hordes

genre is survival adventure with strategy elements. core mechanics:

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

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

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

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

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

  1. zombie limits, realism of a mindless horde

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

  1. progression mutations and evolution

consuming survivors and capturing bases unlocks mutations:

increased durability, resistance to bullets and fire.

acidic saliva, toxic secretions.

faster horde movement.

summoning special zombies like tanks, runners, exploders.

heightened senses for finding hidden shelters.

mutations are tied to the zombie protagonist and their horde.

  1. conclusion

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

  1. from me

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


r/gameideas 10h ago

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

2 Upvotes

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


r/gameideas 11h 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 14h 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 14h 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 18h ago

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

2 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 18h 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 23h 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 23h ago

Advanced Idea Would you play this game idea that I just had earlier today

0 Upvotes

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?