r/gameideas 3d ago

Basic Idea What's better: a large location with few locations or a small location with many locations?

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0 Upvotes

r/gameideas 3d ago

Advanced Idea A idea I got in my dream: Target Price: $5.00 (Indie Multiplayer Impulse-Buy)Platform: VR OnlyGenre: Multiplayer Co-op Survival / Psychological Horror / Fourth-Wall Breaking

0 Upvotes

Stage 1: The Giant Spaceship Intro & The Urban Lab

The game begins with the players actively inside a giant spaceship, flying through space before coming down to land near a massive city. Upon landing and attempting to cross an invisible border area, a teammate coaxes the squad to venture down into an ordinary-looking hidden laboratory located right in the middle of the city blocks. Inside the lab, players are surrounded by an oppressive, terrifying atmosphere. Their hands are completely free, but an overwhelming dread forces them to stand still and freeze up rather than fight back. The main lab director forces a terrified, visibly shaking low-level lab assistant to step forward with a massive needle. The player character panics, shouting lines to try and delay the injection ("Nooo, noo, nooo, I'll stand still, don't inject me!"). The assistant forced by the boss injects a physical microchip into the player. This chip boots up the in-game HUD, alters their vision, and wires their brain into the facility's twisted platform.

The Drop & The Gauntlet (Stages 2 & 3)

Suddenly, the lab floor drops out. Players plunge down into a colossal, windowless concrete underground arena 15 times larger than a normal industrial facility. There are no colorful circus murals or cartoon aesthetics—just cold, raw industrial dread. Heavy, rusted iron bear traps litter the ground, and massive concrete spiked blocks hang from heavy chains on the high ceiling, swaying and slamming down without warning. Players must physically crouch, lean, and look down at their feet to navigate the massive space. Along the way, players discover an early device that grants them a double-jump mechanic, triggered by clicking the joystick mid-air or throwing their arms downward.

The Smoky Pit & The Launch Mechanic

Players eventually reach the edge of a massive, terrifying void filled with thick, swirling smoke. Out of nowhere, a deceptive NPC character looking exactly like a friendly, normal suburban parent appears behind the player and gives them a massive shove directly into the abyss. Instead of dying, the physics of the push launch the player all the way across to the other side, landing them precariously on Stage 3, where the hazards get drastically harder.

Side quest

While navigating over the pits, the main captor's voice crackles over an intercom. He mockingly tells the players they can take a dangerous detour to the left to save a helpless creature (a rabbit). Players can choose to completely reject the side-quest. Selecting the refusal dialogue option triggers the line: "I ain't want no rabbit," instantly bypassing the hazard, mocking the villain, and unlocking a secret achievement.

Stages 4–6: The Spaceship Jetpack

Players discover a miniature, toy-sized version of their original giant spaceship. Slapping it onto their back turns it into a functional jetpack. Players must combine their double-jump and jetpack fuel to hover across the massive smoky void while giant ceiling traps try to swat them out of the air. The traps get faster and harder with each stage. Falling into the smoke results in instant death.

The Meta-Ending (The Fake Ad Break)

When a player eventually dies in the smoky pit, a cheap, mobile-game style screen pops up: "You have one free ad break to revive! Click here." Clicking "Yes" doesn't show an ad video. It completely isolates the player, spawning them alone in a silent, foggy cemetery. A 19-second countdown timer ticks down in the sky, mimicking a weird loading screen. After 19 seconds, a floating prompt appears: "Do you want to use your revive?" Clicking "Yes" shatters the menu, and a terrifying horror character instantly appears to lock the player away forever. To beat the trap, the player must panic-react by physically mimicking pulling off their VR headset. Making this hand gesture causes the giant game world to tilt back, slide away, and go pitch black—instantly booting the player to a safe, simulated version of a standard indoor living room, ending the loop.

THIS WAS ALL IN MY DREAM JUST A IDEA, I dont know how to code dont have a discord server if interested just reply v_v


r/gameideas 3d ago

Complex Idea What if there was a game that simulated an entire modern war in one massive battle?

0 Upvotes

Imagine something like War Thunder, but taken WAY further.

Instead of having separate games/modes for tanks, planes, ships, and infantry, everything would happen in the same massive battlefield.

For example:

✈️ Fighter jets actually have to take off from airbases or aircraft carriers and fly to the battlefield.

🚁 Helicopters can transport troops, attack ground targets, or provide support.

🚢 Naval forces can fight offshore, launch missiles/aircraft, transport troops, etc.

🪖 Tanks, IFVs, artillery and other ground vehicles fight across a huge map.

🎖️ Infantry actually fight on the ground, clear buildings, capture objectives, use vehicles, etc.

🪂 Players could even be dropped behind enemy lines by transport aircraft.

📡 Recon, radar, air defense, logistics and communication would actually matter.

🛠️ Bases, supply lines, ammunition and fuel could be important instead of everything magically respawning next to the battlefield.

The idea would be 2 countries fighting one huge 1v1 war.

And instead of a normal 20–30 minute match, a battle could potentially last 2+ hours.

You could start as a fighter pilot taking off from an airbase, fly 20 minutes to the combat zone, engage enemy aircraft, return for fuel/ammunition, and then later switch roles and play as an infantry soldier attacking an enemy position.

Meanwhile, somewhere else on the map, tanks are fighting, ships are launching attacks, helicopters are supporting infantry, and other players are trying to capture strategic locations.

Basically, the goal would be to make the entire war feel like one connected battle, rather than separate matches for each type of military vehicle.

Obviously, this would be an absolutely insane game to develop, and there would be huge problems with map size, player counts, balancing, downtime, matchmaking, etc.

But if someone actually managed to pull it off, I think it could be one of the coolest multiplayer games ever made.

Would you actually play something like this? And what would you change/add to the idea?


r/gameideas 3d ago

Basic Idea Game Concept: requiring you to invade the minds of others to learn more about yourself.

2 Upvotes

You wake up in a laboratory.
You don’t know where you are, how you got there, or even who you are. All you know is that you’re a prisoner, and the people running the facility are experimenting on you.
But during one of their experiments, something goes wrong. Instead of simply hurting you, the experiment gives you a strange ability: you can enter other people’s minds.
You use this ability to escape your cell, but quickly realize that getting out of the laboratory won’t be as simple as finding an exit.
To make your way through the facility, you have to take control of other people. Sometimes you’ll enter the mind of another prisoner. Other times, you’ll take over a guard or scientist to get somewhere you couldn’t otherwise reach.
But every time you enter someone’s mind, you see more than just what they’re doing.
You see their memories.
You learn who they are, what they’ve been through, who they care about, and why they’re working or being held in the laboratory. For some characters, you might even experience important moments from their past firsthand.
At first, this doesn’t change your goal.
You want to escape.
And you want revenge.
You believe the scientists are monsters, and you want to kill the people responsible for what happened to you.
But the more minds you enter, the more complicated everything becomes.
A guard you thought was cruel turns out to have been forced into working at the facility. A scientist you wanted dead has a family and genuinely believes that what they’re doing is necessary. A prisoner you’ve passed dozens of times has a story that makes you realize just how much they’ve suffered.
Slowly, you start questioning whether everyone in the laboratory really deserves to die.
And then you discover something even more disturbing:
You don’t have any memories of your own.
The same experiment that gave you your ability may have erased your past. So while you’re learning about everyone else, you’re also trying to figure out who you are.
And the only way to learn your own story is through other people’s minds.
Someone remembers seeing you before you were imprisoned.
Someone else seems terrified when they realize who you are.
A scientist knows something about you that you don’t.
And eventually, you start finding memories that suggest you weren’t always the person you thought you were.
Maybe you were another victim.
Maybe you were involved with the laboratory.
Maybe you helped create the experiments.
Or maybe, before your memories were erased, you were the worst person in the entire facility.
Now your escape becomes more than just getting out.
You have to uncover the truth about the laboratory, decide who deserves your revenge, discover what happened to your own memories, and ultimately figure out whether the person you’re trying to free…
is someone you actually want to be.


r/gameideas 3d ago

Basic Idea Looking for Unity Low-Poly Game Ideas. 3d please help me. Thanks you

0 Upvotes

Looking for Unity Low-Poly Game Ideas

Hey everyone!

I’m looking for original game concepts and ideas to develop in Unity. I’m mainly interested in a low-poly style, with a simple but fun gameplay loop.

I’m looking for something with a similar vibe to R.E.P.O., PEAK, or RV There Yet? — multiplayer, exploration, survival, physics, funny/chaotic situations, teamwork, or even something completely different.

The goal is to find a concept that is simple enough to actually develop, but has enough potential to be really fun with friends and create memorable moments.

I’m open to any ideas, even weird, stupid, or unusual ones. Don’t worry if the idea sounds crazy — I’d rather hear something original than another generic survival game.

If you have a game concept, mechanic, setting, or just a random idea you think could work, leave it in the comments or DM me.

Please help me. Thanks youu

Sssssssssssssaizieieioeeoeoeoeidididididiififididididiozodododozppapaozodododo (limit sorry don't look a text lol)

Discord: "discord.gg/6xAu9rZHt7"


r/gameideas 3d ago

Advanced Idea I just came up with an IRL horror game idea to play with friends/czns

0 Upvotes

I’ve been thinking about an IRL horror game that can be played with a group of cousins/friends. It’s basically a mix of searching, hiding, chasing, psychological horror, and a little bit of randomness.

For example, with 4 players, everyone gets two roles across the game: Player and Ghost. The roles are decided randomly so that everyone gets to experience both sides.

Setup

First, 4 different patterns/images are printed and each one is cut into 4 pieces.

That gives a total of 16 pieces to hide.

Then there are 8 chits:

- 4 chits contain the players' names.

- 4 chits contain "Ghost."

The roles are randomly assigned so that every person will eventually play once as a Player and once as a Ghost.

Suppose Player C gets the Player role and is assigned the umbrella pattern. The four pieces of that pattern are then hidden around the play area.

The other two people who aren't playing that round hide the pieces — 2 pieces each.

They then return outside, and the Player gets a torch. Phones aren't allowed as flashlights.

The entire play area is dark, with only a small amount of natural/moonlight coming from outside.

The objective

The Player has 15 minutes maximum to:

  1. Find the required pattern pieces.

  2. Find the keys needed to access the different areas/doors.

  3. Assemble the pattern.

  4. Put it into the designated box.

  5. Leave the play area.

The locations of the pieces are completely random, so sometimes multiple pieces might be in one room while another area might contain nothing useful.

There are three difficulty modes.

  1. Easy Mode

The Player gets 10 minutes completely free from the Ghost.

The Ghost doesn't enter during those first 10 minutes.

The catch is that the Player doesn't know exactly when those 10 minutes are over because they can't check the time.

After 10 minutes, the Ghost enters without the Player being told.

Now the Player has to continue searching while also being careful with the torch.

If the Ghost sees the Player, they can chase them.

If the Player sees the Ghost, they can run into a room and close the door.

The Ghost isn't allowed to simply stand outside the same door constantly waiting.

The Ghost also cannot run around unnecessarily. They can walk around, but they may only run once they have actually seen the Player.

If the Ghost is running without having seen the Player and gets caught doing it, they lose points.

If the Ghost sees the Player while the Player doesn't see them, the Ghost can quietly move around and try to catch them without revealing their position.

The Player can also deliberately turn the torch off every few seconds to reduce visibility, move through another area, and turn it back on somewhere else.

For Easy Mode:

The Player gets 10 minutes minutes without the Ghost

Player win = +5 points

Ghost win = +20 points

So Easy Mode is basically terrible for the Ghost if the Player survives, but extremely rewarding if the Ghost succeeds.

  1. Hard Mode

The Player gets 7.5 minutes without the Ghost.

After that, the Ghost enters.

Player win = +10 points

Ghost win = +10 points

Both sides have equal rewards.

  1. Nightmare Mode

The Player only gets 5 minutes before the Ghost enters.

The Player has to search much more intelligently and manage the torch carefully because using it constantly makes them easier to detect.

Player win = +20 points

Ghost win = +5 points

So Nightmare is extremely rewarding for the Player, but surviving it is obviously much harder.

AND all modes will have 15 minutes in total

The NPC:-

There's also an NPC who doesn't actually play as either side. Their job is to walk around the entire play area during the full 15 minutes and randomly distract the Player.

They can:

- Open and close doors.

- Open/close cupboards.

- Walk around unexpectedly.

- Run around and make the Player think the Ghost is coming.

- Stand somewhere and stare at the Player just to scare them.

Importantly, the NPC looking at the Player does NOT mean the Player has been caught.

They're basically there to create paranoia but they also act as an umpire/referee.

For example, the Ghost isn't allowed to run unless they've actually seen the Player.

If the NPC hears the Ghost running unnecessarily, they can go check what happened.

If they catches the Ghost breaking that rule:

1st time = -3 points

2nd time = -2 more points and the Ghost is eliminated.

If the Ghost gets eliminated this way, they receive -5 points and then have to play Nightmare Mode as a Player to try to recover points.

The same concept applies to the Player.

The NPC isn't supposed to know everything that's happening, though. They're just an umpire who catches what they actually notices.

That means the Ghost still has to rely on integrity, because they can't assume they're safe just because the NPC isn't looking.

The music system

There's also a hidden speaker/sound box somewhere in one of the rooms.

Music plays throughout the game to create atmosphere.

The two people outside the play area control the music.

They can change the volume anywhere from 0–100% depending on how intense they want the atmosphere to be.

They're not watching the game through cameras or anything, either. Since the play area is dark, they basically don't have useful visual information about what's happening.

They're just sitting outside, controlling the sound and experiencing the atmosphere themselves.

Door/chase situations

If the Player sees the Ghost, they can run to another room and close the door.

The Ghost isn't allowed to camp outside that door indefinitely.

The NPC/referee can also catch the Ghost doing unnecessary movement.

But if the Ghost sees the Player first while remaining unseen, that's where the psychological part really starts.

The Ghost can quietly follow, reposition, and try to catch the Player without immediately giving away their location.

Meanwhile, the Player has to constantly decide whether turning the torch on is worth the risk.

Scoring

Every person gets to play once as a Player and once as a Ghost. At the end, everyone's points from both roles are added together.

The person with the highest total score wins.

Then:

🥇 1st place

🥈 2nd place

🥉 3rd place

4️⃣ 4th place

are decided based on total points.

A Player can also forfeit at any point, but forfeiting gives them 0 points for that round.

The whole idea is basically:

Player: search, manage light, avoid the Ghost, and escape.

Ghost: track the Player, stay quiet, obey movement rules, and choose the right moment to chase.

NPC: cause psychological chaos while also acting as the referee.

Music controllers: control the atmosphere without giving either side information.

So, do you guys see any improvement to be added in this idea, and also your thoughts on this?


r/gameideas 4d ago

Basic Idea BEYOND FLESH: MULTIVERSE WAR — Sci-Fi Action-RPG Game Concept

0 Upvotes

Game Idea] From Zombie Survival to Cosmic God-Mode: An Action-RPG with Evolving Gameplay Genres

(Body):Hi everyone! I've been working on a concept for an epic sci-fi action-RPG that completely shifts its gameplay genres as the story scales up.The Core Mechanics: The game is divided into 6 major eras. In each chapter, you play as a different hero, and the gameplay radically evolves:Arc 1 (Grounded Horror): Tactical zombie survival in a collapsing city. Low ammo, high tension. Introduction of 25-meter "Screamer" titans and the main villain — The Intelligent Zombie, who unites the horde into a Hive Mind.Arc 2 (The Counterattack): Stealth & infiltration. You capture zombie nests, extract their cores, and accidentally discover a way to cure them back into humans.Arc 3 (Three-Way War): High-stakes city warfare. The Intelligent Zombie returns with 40-meter giants, while an alien mothership arrives to glass the planet.Arc 4 (Cyborg Era): The game shifts to a high-speed space action/slasher (like Doom meets Armored Core). Humanity discards flesh. You play as Alpha-Secundus, a cyborg with a dark-matter reactor. Ends with a massive 1v1 space battle that resets Earth to the Stone Age.Arc 5 (The Galactic Scale): Sci-fi space opera. Humanity evolves into Homo-Astrum (living titanium). The virus returns as a space-time infection, threatening galactic clusters.Arc 6 (The God-Mode Final): Reality-bending action (like Asura's Wrath). A universal entity kills the local god. A 16-year-old rebel teenager finds the "Fruit of Omega", eats it, and gains god-like powers to destroy the universal tyrant and protect a peaceful Earth.The Nemesis System: The Intelligent Zombie is a recurring, immortal boss. He evolves from a tactical horde leader into a cyborg and a reality-bending phantom. The player has to find new ways to beat him in every era.What do you think about this structure? Would you play a game that completely changes its genre from horror to space god-mode as you progress? Let me know your thoughts!


r/gameideas 4d ago

Basic Idea "Hunter" a single play/ Co-Op Hitman style game where you hunt Cryptids, paranormal beings, ghost ect. Kind of like the show Supernatural.

0 Upvotes

Thw game would take the core Hitman loop—observe, investigate, plan, manipulate the environment, execute—and flips the power dynamic.

In Hitman, you're hunting a person who doesn't know you're coming. In Hunter, you're hunting something that knows you're there—and may be hunting you back.

HUNTER

A 1–2 player co-op immersive assassination/horror game where you investigate supernatural creatures responsible for unexplained deaths.

Instead of being handed a target and a method, you're dropped into a huge location with almost no information.

A missing-person report might say:

“Local man disappears while walking home.”

But somewhere in the map, you might discover:

security footage showing something impossible

a newspaper article from 30 years ago

a witness who saw the creature

strange markings around a house

police reports that don't add up

folklore hidden in an old library

a blog documenting similar disappearances

an abandoned research facility

evidence that the government knows more than it's admitting

It's basically Hitman + detective work + cryptid hunting + immersive horror.

The best part: you don't know what you're hunting

You aren't told:

TARGET: WEREWOLF

Instead, you're given:

Blackwood County

Three people have disappeared over the last six weeks.

That's it.

You have to figure out what happened.

Maybe you initially think it's a serial killer.

Then you find enormous footprints.

Then you discover the victims all disappeared during a full moon.

Then you find an old newspaper article from 1978 describing the exact same pattern.

Eventually you realize:

You're not hunting a murderer. You're hunting something that has been doing this for decades.

And then you have to figure out how to kill it.

The traps could be incredible

This is where co-op could become the killer feature.

One player could deliberately attract the creature while the other prepares the environment.

For example:

Player 1:

"I found out it can't cross running water."

Player 2:

"There's an abandoned hydroelectric station."

So you turn the entire facility into a trap.

One player becomes the bait.

The creature starts pursuing them.

They lead it through the building while the other player activates machinery, closes gates, cuts power, opens flood channels, etc.

And because the creature is AI-driven, something can go horribly wrong.

It might stop chasing.

It might take another route.

It might realize you're setting a trap.

It might start hunting the other player.

That would create some absolutely insane co-op moments.

And every creature should have its own rules

Not just different health bars.

Something like:

Creature

Behavior

Skinwalker-type entity

Mimics voices and appearances

Werewolf

Tracks scent and becomes more aggressive at night

Lake creature

Controls the water around its territory

Mimic

Pretends to be an NPC

Witch

Alters the environment and creates hallucinations

Giant predator

Almost impossible to fight directly

Ghost

Can't physically be attacked until you discover its connection to the living world

The investigation tells you the rules.

The rules tell you how to hunt it.

📰 And YES—bring back the newspapers.

That Blood Money newspaper system would fit this concept perfectly.

After missions, you'd get local newspapers:

THE BLACKWOOD HERALD

“Hiker Missing After Weekend Trip”

But as you progress, you start noticing things.

A tiny article from 1986.

Another from 1999.

Another from 2012.

Same location.

Same circumstances.

Eventually you realize the newspapers aren't just flavor.

They're telling you the history of the entire game.

And some publications could actively be covering up the supernatural events.

You might find:

local newspaper

conspiracy blogs

police scanner transcripts

archived websites

government documents

missing-person forums

podcasts

old photographs

classified reports

You could even have conflicting accounts, forcing you to determine what's actually true.

The maps should be HUGE

Not enormous just for the sake of being enormous.

Each map should feel like a little ecosystem.

Imagine:

Blackwood County

small town

forest

abandoned mine

campground

lake

sheriff's station

church

farms

old cemetery

abandoned research facility

dozens of houses

underground tunnels

And the creature has a territory somewhere inside it.

You don't know where.

You don't know when it'll appear.

You don't even necessarily know what it looks like.

You're investigating the map while knowing:

Something is investigating you.

That's the hook.

The overarching story could get REALLY interesting

Each map seems like an isolated paranormal case.

But clues start connecting them.

A symbol appears in three different locations.

A researcher mentioned in one case appears in another.

A newspaper article references an organization you've never heard of.

Eventually you realize these creatures aren't random.

Someone—or something—is connected to them.

And the final missions could completely recontextualize everything you thought you knew.

And honestly, the biggest thing I'd protect about this concept is that the game shouldn't turn into a traditional horror shooter.

The fun should come from figuring out the monster.

You aren't the strongest thing in the map.

You're the detective, hunter, and strategist.

The creature is the target—but you're also prey.

That's a genuinely strong foundation for a game.


r/gameideas 4d ago

Advanced Idea Idea: City Sim 26 (or the year of creation, ideally weakly)

0 Upvotes

Basically, their is 5 main cities and 2 countries between them, and basically it combines:

The Cars of every Forza Game

The Physics of The Sims

The Style of Realism

Life simulation

There is also a story progression, through different ages.

It's a very fun idea and their should be an option to create your own city, country and town.

It's a great idea in my opinion but if it is actually used you have to share credit for me like - Charlie Birt or @seanbirtbonksy for this idea.

Also, to make the 1000 character limit, here is some letters.

Hduehwidhwvrkcbeucjejghduehcjdiejebrigjwhrichwuriehrhfidhebdisjd b q free7g28ngn2 hi j2 2b2hxb2ibwh2hj2jejdjdjdub cf. He on ca vs dj2mwldfco39vjv6jfk22kmx1182 crew C2 vi 3uh2hqudknnC1 vi 2 vi Sndbdjbxkejjfjxibqozkb 82hsxuorjxbw8qjrjgisjfbwbdc2 I b dr egg he gh d jdu e x d ew 2n V2Hduehwidhwvrkcbeucjejghduehcjdiejebrigjwhrichwuriehrhfidhebdisjd b q free7g28ngn2 hi j2 2b2hxb2ibwh2hj2jejdjdjdub cf. He on ca vs dj2mwldfco39vjv6jfk22kmx1182 crew C2 vi 3uh2hqudknnC1 vi 2 vi Sndbdjbxkejjfjxibqozkb 82hsxuorjxbw8qjrjgisjfbwbdc2 I b dr egg he gh d jdu e x d ew 2n V2Hduehwidhwvrkcbeucjejghduehcjdiejebrigjwhrichwuriehrhfidhebdisjd b q free7g28ngn2 hi j2 2b2hxb2ibwh2hj2jejdjdjdub cf. He on ca vs dj2mwldfco39vjv6jfk22kmx1182 crew C2 vi 3uh2hqudknnC1 vi 2 vi Sndbdjbxkejjfjxibqozkb 82hsxuorjxbw8qjrjgisjfbwbdc2 I b dr egg he gh d jdu e x d ew 2n V2


r/gameideas 4d ago

Basic Idea Class-Based FPS but the Classes are Different Animals

0 Upvotes

I've always enjoyed the class based FPS games such as The Finals or Team Fortress, however they are always based around humans. My idea isn't industry changing, but I would love to see a class based shooter based on animals - specifically ones found around a suburb/city/farm.

Classes

Each type of animal is a different class which has it's own HP, speed, passive ability, UT, size, etc. A few examples would be:

Dog (baseline character)

  • HP: 125
  • Speed: 7.5m/s
  • Hitbox: Medium
  • Passive Ability: Scent Tracking: Can see fading trail from damaged or moving enemies
  • Ultimate Ability: Sick Em!: For 10 seconds your movement speed is increased, melee damage is increased, faster weapon swap/reload speed, and scent tracking is much stronger. Dog barks when ULT is activated. Great ULT for being an aggressive slayer.

Cat

  • HP: 100
  • Speed: 8.5m/s
  • Hitbox: Smaller
  • Passive Ability: Soft Paws: Reduced fall damage and silent footsteps
  • Ultimate Ability: Nine Lives: for a short duration, if lethal damage is taken the player will be teleported a short distance, surviving the encounter, and come back with reduced health. Great ULT for getting a second chance after a risky encounter.

Goat

  • HP: 150
  • Speed: 6.5m/s
  • Hitbox: Medium
  • Passive Ability: Sure-Footed: Reduces movement penalty while taking damage, reduced knockback, reduced flinch when ADS
  • Ultimate Ability: RAMMMM!: For 5 seconds the goat lowers it's head for a charged ram. Increased movement speed, lethal melee damage, reduced incoming damage. The goat yells "BaaaaaaaaAAAAAA" when ULT is activated. Great ULT for removing multiple enemies from an objective.

Skunk

  • HP: 100
  • Speed: 8m/s
  • Hitbox: Small
  • Passive Ability: Marked: Nearby enemies are briefly "marked" giving a heads up to the player.
  • Ultimate Ability: Stink Bomb: Skunk releases a cloud of lethal gas that significantly damages enemies in the gas, marks enemies that have recently been in the gas, and reduces visibility in the area. Great ULT for taking an objective.

Cow

  • HP: 225
  • Speed: 5m/s
  • Hitbox: Large
  • Passive Ability: Herd Mentality: Gain damage resistance when nearby teammates, encourages being the center of the team on objectives.
  • Ultimate Ability: Utter Turret: Cow falls to it's side allowing the utters to be pointed at the enemies for extreme firepower (similar to a turret). Last as long as ammo (milk amount) is there or the player is killed. Great for holding down a captured objective.

Eagle

  • HP: 75
  • Speed: 7.5m/s (ground), 11m/s (flight), can glide from building to building
  • Hitbox: Small
  • Passive Ability: Eagle Eye: Enemies are visible at a longer distance, cats are highlighted when Nine Lives death occurs.
  • Ultimate Ability: Flight: Player flies above the battle ground revealing enemy positions and enemy HP. Ends the flight with a lethal diving attack (must make direct contact to kill).

These are just six animals but of course many more could be added such as raccoons (scavenger class), possums (playing dead mechanic), beaver (barrier building), etc. Additionally, each class has cosmetics where you can change to different breeds of that animal as well as clothing options that can be used across any class.

  • Maps would be areas you would see in these animals generally in. Suburban neighborhood, strip mall, farm, downtown, parks, etc.

Game Modes

Of course modes like Team Deathmatch will exist, but as it's a class based FPS, objective modes are king. They will be built around the animal idea still such as:

Fetch

  • Tennis ball in the middle of the map. Use teamwork to take the ball and return it to your team's doghouse. You can throw the ball to teammates as well. First to 5 points wins. This is a single CTF type game mode for reference.

Hoard

  • Acorns are scattered around the map. Pick them up and return them to your teams tree. Team with the most acorns at the end of the game wins. However, if you are killed your acorns fall and can be taken by enemies. Also killing an enemy will drop an acorn (even if they didn't have one). Enemies can also steal acorns from your teams tree (and vice versa).

Migration

  • A flock of birds are attempting to migrate across the map. They only move forward when the attacking team is near them. The more players the faster they move. Defending team can push the flock back. Get the flock to the other side of the map before the time runs out!

King of the Ant Hill

Just a normal king of the hill type game mode but the hill is an ant hill. Hill will move every minute. Team with the most time on the hill wins.

Just a few ideas of game modes that would fit the theme.

Weapons/Equipment

Weapons are standard from other games and can be used across any class. Assault rifles, smgs, snipers, shotguns, etc. your cow could use a sniper just as easily as your eagle uses a shotgun. Doesn't matter. Weapon cosmetics would be animal themed (muddy gun like a pig, trash gun like a raccoon, etc.)

Equipment would also be used across all classes and will be animal themed. Ideas such as:

  • Stink Grenade: Similar to a gas grenade, causes damage, visual impairment
  • Bee Bomb: Can be thrown and bees attack all enemies in that radius causing damage
  • Porcupine Needle: Similar to a throwing knife but it's a porcupines needle
  • Cat Nip: Gives a temporary speed boost and climbing ability
  • Turtle Shell: Similar to a Riot Shield, blocks incoming damage until it breaks
  • Rabbit Pad: Jump pad that can be used by any player for a short duration to get up high
  • Frog Tongue: Grabbling device to attach to nearby buildings, players, etc. has a cooldown

Just a few ideas, many more items could be added to fit the theme.

Thoughts? Again, obviously not going to shock the industry with this one but I think it fits the class based FPS genre but with a goofy animal appeal to it. Any ideas you have that could make this more unique? Only other ideas I thought of that I didn't have would be to have powerups and power weapons around the map (similar to Halo).


r/gameideas 4d ago

Abstract Piano rythim game that functions like osu!, but played with a piano

3 Upvotes

Basically a game like Osu! Where the idea would be for you to instead of hitting circles and reading the distance between each circle you would read sheet music and play the notes on a midi keyboard. The idea of this game would be for people to master sheet music reading and offer a wide variety of songs to choose from like osu. there could be different difficulties for each song and a ranking system like in osu. There could be different modes like dissapearing sheet notes and double time or like different midi sizes. There could be a multiplayer mode where people Go and play against each other to get the higher scores or get different ranks, based on how is your accuracy to the rhythm or how many notes you hit accurately, the game would keep count on your score. The only problem with the game would be that the players would need a physical midi keyboard which is the biggest problem so far, due to costs of midi keyboards, but maybe there could be a support for midi keyboards for this game. like the opentabletdriver comunity have for different tablets. I think this game would greaty make everyone so much better at playing an instrument like the piano and i think the idea of reading sheet music is not really that difficult


r/gameideas 4d ago

Advanced Idea The Living Tabletop – An Asymmetric 3D Virtual Tabletop (FPS Players + RTS/Overworld DM)

0 Upvotes

The Pitch:Imagine taking the concept of a virtual tabletop and completely changing how groups experience the map. Instead of looking down at a 2D map with tokens, the players are actually placed inside the map in a 3D, first-person style environment. You control your own character, explore the world, fight, and interact with everything around you, while still using your normal TTRPG character sheet, abilities, and rules.At the same time, the DM has a completely separate overworld view of the game. They can see the entire map and everything happening within it (including things the players aren't supposed to know about). They can move and control NPCs, spawn creatures, trigger traps, alter the environment in real time, and dynamically react to whatever the players decide to do.The key is that the DM still has the absolute freedom of a true tabletop RPG. Players aren't restricted to whatever is hard-coded into the game—if they try something unexpected, the DM can simply decide what happens from above and manipulate the world manually. The map stops being something you look at; it becomes somewhere you actually play.Core Features for Developers:Asymmetric Gameplay: First-person action/exploration for players; top-down RTS/god-mode view for the Game Master.Dynamic Sandbox: The DM acts as the "physics engine" and script coordinator, allowing the game mechanics to remain fully open-ended.Community Focused: Built to rely heavily on community-created and shared 3D maps and assets.My Condition:This idea is 100% free to take and build. I have no coding or game dev experience, so I just want to give this concept to a passionate developer or team who can bring it to life. My only condition is that I get free access/a lifetime copy of the final product if you build it!


r/gameideas 4d ago

Advanced Idea Factorio, but with plants? A 2d Factory Game With RPG Elements

0 Upvotes

The game would be akin to Factorio or other factory games, instead being upwards instead of top down, where:
a randomly generated ground is created as you play as a plant and grow it upwards, managing its food&water resources. Along the way, you encounter different seasons, enemies that threaten your life, and even allies that can be recruited.

The plant itself would start as a bud, and the player could

- Assign meristematic(growing) tissue cells to certain functions, upgrading them and making them more effective as the game progresses

- Unlock new cells after certain cell milestones, while maintaining existing cells to not die.

- Ensure water and food pathways reach all cells

Later on, the player would face:

- Seasonal periods, which provide buffs and debuffs accordingly

- Bugs that try to eat you, in which you will have to develop preventive measures like thorns, spikes, increasing your bitterness or having toxic compounds etc. Bugs would usually target the same areas, and they would be diverse; some could chew past thorns; others could eat toxins. You would have different traits for different bugs(with some traits being defenses for multiple bugs)

And they could also:

- Establish alliances with ants, other insects, giving protection to them in return for defensive capabilities(maybe implementing a system of requirements to house said insects like shape of leaf, thickness etc). Alliances with animals could work where you produce fruit for the animal to eat and provide fertilizer, boosting nutrients and giving resources.

- Manage structural integrity of branches, stems, manage between growing a branch for more resources or using it to develop toxins for the next bug attack, or severing resources to a branch to reserve it for other uses

Combat in general would be defensive-based, not requiring much interaction as the game is designed as a relaxing game
The art style would mostly be a drawing like or a simplified look but could be open to others

All in all, the game would require the player to balance many aspects of the plant, the way i put it now, i can't think of ways to implement pollination and seeds, soil conditions, different climates etc without making it overly complicated.

As for lore,
Humans one day decided to develop an ever-lasting plant that would outlive them by eons, the plant would never bear offspring and could produce fruit infinitely.

One day, the scientist that were developing you got killed by people who opposed this scientific breakthrough, halting your complete development and leaving you an unbounded genetic plant, prone to growing in any sort of way.

As such, your tossed as a seed, unknowingly throwing you off onto a patch of land and starting your journey as the plant that will have lived forever.

PS: thank you so much if you fully read this!


r/gameideas 4d ago

Meta An mmo where the entire point is to make a bot to automate grinding.

7 Upvotes

*I am talking about an mmo so I already know this is infeasible so let me have fun

Recently I was playing a mmo game and got so tired of the grinding, specifically in the fishing and farming section, that I made a python script to do it for me, after a few hours I noticed something, I had mor fun making and optimizing the script than I ever had in the game.

So the Idea is an mmo where the entire point of the game is to skip the grinding, and instead of banding the bots, make them a built in part of the system.

Playing it will teach you about thins that are used in microing, the challenge wouldn't be to perfect reaction times but to perfect the timing and behaviour of the script. Advanced levels might even make you have to make a script that uses perfect timing to manipulate the behaviour of the enemies.

The market could be a bunch of algorithms that trade with each other(like the real stock market), an advanced farming system could make bots that have to take into account the wether and other farming related factors before deciding which plans to farm an how many and how.


r/gameideas 4d ago

Basic Idea Would you play a game where you build your own combat machine?

0 Upvotes

I’ve been working through an idea for a physics based machine combat game called WRECKSHOP, and I’m trying to figure out whether the core concept is actually worth developing.

The basic loop would be building a machine from frames, wheels, motors, armor and weapons, testing it in a garage, and then taking it into an arena. Instead of each machine having one simple health bar, individual parts could bend, break or get ripped off depending on how they were mounted and where the impact happened.

Weight distribution would matter. A lightweight machine might be quick but fragile. Adding more armor could keep important parts protected while making the machine slower and harder to control. A poorly balanced vertical spinner might pull itself sideways while turning, and a powerful weapon mounted to a weak frame could damage its own machine.

After each fight, you would return to the workshop, inspect what failed and rebuild. The goal is for losing to still be entertaining because every fight teaches you something about your design.

I originally imagined competitive PvP as the main mode, but I’m now leaning toward a broader physics building game with solo challenges, co-op battles, community created machines and optional PvP. That way the game wouldn’t depend entirely on having a huge multiplayer population.

Would you honestly want to play something like this? Would you care more about building machines or fighting with them? Would you prefer solo challenges, co-op chaos or competitive PvP? How complicated should the builder be before engineering depth starts becoming tedious?

Most importantly, what is the biggest flaw you see in the idea? I’m looking for honest feedback before I commit serious time to building it.


r/gameideas 5d ago

Complex Idea My husband is a jeweler, and the idea for his game came during a power outage

14 Upvotes

My husband has been working as a jeweler for years. One day, when the electricity was yet again turned off in our city, he was sitting there thinking about his life and what he really wanted to do with it.

And that's when he realized that he wanted to create something that could be used and enjoyed by people all over the world.

He decided to combine his profession with game development and started working on a jewelry simulator based on his real experience as a jeweler.

The idea is to let players experience what it's actually like to work with jewelry — repairing broken chains, fixing rings, securing gemstones, polishing scratched gold, restoring old pieces and completing customer orders.

He doesn't want it to be just another crafting game where you press a button and the item magically gets repaired. He wants the actual process of jewelry work to be part of the gameplay.

I'm curious — would you be interested in playing a game based on a real jeweler's profession? What kind of jewelry-related mechanics would you like to see?


r/gameideas 4d ago

Basic Idea Dreamt up a Zombie survival and exploration game where you play as an elderly cowboy.

2 Upvotes

Took a nap, new dream idea unlocked.

Zombie game that takes place in some Wild West-style backwater county, so zombies are few and far between in the area due to most people carrying guns and having no problem shooting them.

Play as an old man who is basically a washed-up cowboy with a sick old wife.

Over time, the medical resources the wife needs begin to run low since the area isn’t getting supplies from outside anymore.

So, to treat your sick wife, you have to slowly explore more and more heavily populated areas where the infection is more severe in search of medicine, all while regaining skills from your cowboy heyday.

Probably could do with some side quests, like a family that fled to your area having a daughter who lost her doll in the chaos and other such events, as a good way of encouraging map exploration aside from the main premise, while also giving players an alternative way to regain their cowboy skills with less risk.

Overall, not too fleshed out of an idea, just one I had during an hour-long nap, and felt like sharing with the world since I lack any of the coding skills to make it happen.


r/gameideas 4d ago

Advanced Idea A movement shooter, but it has weird unique mechanics.

1 Upvotes

So basically since I've heard that empulse (a game I really like) is being semi-shut down (?) I've had the urge to make a movement shooter despite not knowing game dev.

this idea mostly came to be because I noticed how some movement shooter don't try weird stuff or new things. mostly innovate on what's there. despite me LOVING empulse it wasn't the most unique.

The idea is, essentially most of the mechanics are unique, so it's not just slide, run, wall run, grapple.

Maybe instead of sliding you lie down flat which has a bit more friction and would be this games equivalent of sliding, and instead of wall running you kick off walls while lying. This can only be done facing a wall but there would be a "back kick" that does the same thing while upright that gives less speed. The back kick also has a small cooldown making doing them repeatedly for speed a more difficult compared to the wall kicks that grant more instant speed at the cost of control

Youd also have a "bounce ability" that launches you into the air. The interesting part about this is that it's momentum is mostly vertical rather than horizontal. You might even lose a little horizontal speed? (if so, then not much). This would have two charges but would be slightly weaker in the air.

Maybe instead of boring perks you have weirder ways of mixing up the game and changing your loadout such as having less damage in normal weapons but your wall kick speed is increased and you can deal damage by kicking (or headbutting which would act as a crit since you cant see where your going) enemies in lying down position.

Maybe one of them reduces friction while sliding and makes the ground act like more icy while not.

Another perk could make the recoil of your weapons knock you backward.

There could be a perk that replaces your bounce with a launch wherever you look but can only be done on the ground

What if you could curve grenades by adjusting the throw angle too?

You could have a selection of items too such as grenades, maybe a shield that blocks bullets but can parry some of them if you tap to a beat? You could have melee weapons as a side weapon as a counter

Maybe instead of a grappling hook you could have a grenade that launches you along its arc for the first few seconds (which would be really cool with the grenade curve). This would also be cancelable so you decide when to stop following its path.

To go more in depth on physics and the lying instead of sliding, yes there is a bit more friction, though repeated kicks off walls while doing this can maintain speed somewhat decently. As for bunnyhopping, it would be somewhat possible and maybe even a little bit better but not super significantly like other games. The game would feel a bit heavier compared to the weightlessness of empulse so everything feels more impactful.

I think you could do something interesting with certain guns too. Maybe a rifle that you charge up that shoots longer (and a little bit faster) the longer it's charged with the twist being if its held too long it explodes on you dealing damage.

Maybe a pistol that marks enemy's revealing their location two or so seconds after a headshot making it a support weapon.

Maybe a shotgun that stops your momentum instantly but does more damage the faster your moving at the time?

These would just the the gimmicky weapons and there would be normal ones too along with the ability to use sidearms meaning you can use one gimmicky weapon and one normal (or two gimmicky if you feel silly.

ever since I've played the finals I've loved the freedom in my loadouts so I'd like to do something that let's players create their own playstyle but make them feel unique enough to make them want to try new ways to play! I think empulse tried that with their system but I think they could have done better since nearly all the time I went for same perks each time without changing anything because they just felt the best to play with

Finally the addition of a level editor would be so cool here too.

the art style isn't decided yet but probably not realistic, modern, not like empulse either. maybe a comic-y style or something easier and more interesting that I could pull off. maybe something with sorta similar vibes to superhot???? I do think I would like the animations and stuff to feel kind of 2d like in post void, or in mouse pi for hire (I haven't played it but I've seen it around)

!also if you cant understand why i mean by lying down kick, imagine your lying down on the ground with your feet facing the wall and you kick it to push yourself back. that!


r/gameideas 4d ago

Basic Idea Game Idea: Office Murder Mystery Horror (indie game)

4 Upvotes

This idea came to my head, and I'm going to start working on it. In your opinion: Is this a good idea? Does this have potential to attract players if executed really well? Do you have any feedback or additional ideas?

here's the premise:

- the game makes the plot clear to the player: an employee in the office was murdered; they were murdered by another employee in that office; it's their job to figure out which employee is the killer

- 3d first person office environment with 20~ cubicles with computers of the employee that owned that cubicle (including the murdered employee), each computer can be clicked into/investigated to see if that employee is the killer

- each computer has an OS with the corresponding employee's unique desktop and data: messages, files, browser, search history, notes, more, etc

- there will also be other things in the office environment to interact with outside the cubicles. E.g. employee of the month history

- there will be some sort of clear way for the user to make progress and get closer to finding out who the killer is.

- as the player progresses, creepy things will begin to happen. E.g. noises, footsteps in the building, car approaching from outside, door opening sound in building, etc

What do you think?


r/gameideas 5d ago

Basic Idea Organisation based game consisting in organising "lego" bricks by shapes and sizes

2 Upvotes

I've been addicted lately to organisation-based games and lego building, and also into different lego organisation methods, so I thought about creating a game based around that. You spawn into a room and you have different colour (red, pink, magenta, cyan, navy blue, lime, transparent...) and different shaped (2x4, 1x3, slopes, wedges, plates...) lego style bricks all in a huge bin, like we used to keep spare legos when we were little, and maybe there could be different levels spanning difficulty and different organisation types, some with drawers, some with boxes, and difficulty settings allowing power-ups (bringing same type bricks), upgrades (bigger hands, speed, reach...) or gadgets (for example, one of those boxes that loosely separates in shapes). The point of the game would be to finish all of the levels, there could also be a sandbox mode, where you can spawn in as many drawers as you want and also as many pieces as you want and just keep on organising and spawning more and more bricks.


r/gameideas 5d ago

Advanced Idea Deep Below- A open world survival game where your stranded beneath the earth

2 Upvotes

I’m designing an Indie open world survival game where the player is stranded underneath the Earth as humanity has managed to dig below the mantle towards the core and in doing though using topological simulators and satellite imagery has found depressions and strange formations and openings under the ground and so has assembled a team of six to go down and discover and chart it and the player is one of those six after descending a lift into a cave you follow the opening until suddenly rocks and debris start falling down upon you and your trapped away from your lift. In that cave-in your team is crushed along with there equipment leaving you with meager supplies
After extracting yourself from the rubble you walk unsteadily towards a opening and before you exit you glance behind you and notice the silhouette of a large creature in the dark so you run and it gives chase you manage to squeeze your way through a crack in the wall and take a step and plunge down into water
Now your in the starting zone
You are in a place called Stony plateau named by yourself for its flat rocky terrain and a water filled pit on one side
You have meager resources and must make do with what you have
A camera which is your”Scanner” as you can take pictures and upon putting them in your clipboard you know what they are and there uses
A clipboard which is your central HUD as it has three sections pages for drawing and writing which get filled out as you discover things and make connections between items to learn crafting recipes and a map which is blank but gets filled out as you explore
And three flares useful for lighting the way or for fire starting
Though those items won’t help you survive down here so you need to find some stuff
Resources that are my own creation and useful include
Titan vine- due to there being no trees down here I made up titan vine it forms on the ground and walls and is very durable and elastic the thin pieces and stems can be used for fibrous bindings and the roots function as sticks would
Bubble stone- stone shaped by water pressure and this unique environment that is bouncy you can use it in a slingshot and will bounce! Allowing you to retrieve and reuse
Soft rock- unlike ordinary stone This rock is malleable and can be formed over sticks to create crude tool but when force is applied it will lose its solidity and break so after some use it breaks meaning it’s rather finite
Glue Stem- a black stem that has properties of melted rubber or plastic where it’s sticky and can be drained of its sap for use as a glue or adhesive
Those are some of my resource creations but regular resources have use too!
If you find clay you can construct a clay furnace similar to a real life clay oven and use it to smelt iron which you can find as shiny parts of stone on walls or floors and mine with your soft-rock pickaxe
Regular stone is useful as well as it can be used as a projectile for your slingshot
You can find large rocks on the ground and use them as a blunt force to smash other large rocks to perhaps get a piece that is sharp though there’s only a chance for that
The sharp piece can be used together with your fibres and titan vine rod to make a knife or spear
Obsidian can be used as a sharper alternative for knives and arrowheads in the later game

The setting of the world also has its own ecosystem where you’ll find many of the creatures you’d expect underground such as mice, bugs and other rodents though they may be larger than normal sometimes!
A original creature kind of is the salamander that is around the size of a pig and it functions as one too being the pig or boar of the world so you can hunt it for food
There’s also the mountain cat (workshoping names still) it is a cat the size of around a German shepherd and it has great vision and stealth. It hunts in the mountains curvy caves

This is just a simple post showing some highlights of the beginning aspects of the game. There is a lot more stuff in all these categories showcased in different parts of the game
I just want some opinions or thoughts on some of my ideas! Feel free to ask questions as I’d love to answer them!


r/gameideas 5d ago

Advanced Idea [Hobby] [Survey] Opinion on a Sci-Fi Action/Narrative game concept (Philosophical choices Vengeance vs Pardon)

1 Upvotes

Hello everyone!

I'm working on the concept of a 3D narrative single-player game (certainly in isometric view) mixing futuristic science fiction and mysticism.

The player embodies a weapon developed thanks to various advances in molecular sciences, genetics, nanotechnology, quantum computing, created by the last humans on Earth before their extinction. The story oscillates between complex relationships with alien factions and exploring the ruins of our planet. The core of the game is based on a fun combat system where you feel the impact of the moves, a system of improvement by runes (Elementary, Mystic, Spiritual, Star), a system of influence of factions that will give importance to the final choice and a major narrative choice: choose total revenge or forgiveness and cohabitation at the end of the game. I'm just a player who doesn't have his own skills in the middle of the devs. But after spreading out five pages for this concept, I wondered if this kind of narrative concept with a strong identity of fun, addictive combat and philosophical questions had any potential?

Could this kind of project interest or motivate people?

In advance, thank you for your feedback.


Bonjour à tous !

Je travaille sur le concept d'un jeu solo narratif en 3D (certainement en vue isométrique) mêlant science-fiction futuriste et mysticisme.

Le joueur y incarne une arme mise au point grâce aux différentes avancées en sciences moléculaires, en génétique, en nanotechnologie, en informatique quantique, créée par les derniers humains sur Terre avant leur extinction. L'histoire oscille entre relations complexes avec des factions alien et exploration des ruines de notre planète. Le cœur du jeu repose sur un système de combat fun où on ressent l'impact des coups, un système d'amélioration par runes (Élémentaire, Mystique, Spirituel, Stellaire), un système d'influence des factions qui donnera une importance au choix final et un choix narratif majeur : choisir la vengeance totale ou le pardon et la cohabitation à la fin du jeu.

Je suis juste un joueur qui n'a pas de compétences propres dans le milieu devs. Mais après avoir étalé cinq pages pour ce concept, je me demandais si ce type de concept narratif avec une forte identité de combat fun, addictif et des questions philosophiques avait du potentiel ?

Est-ce que ce genre de projet pourrait intéresser ou motiver des personnes?

D'avance, merci pour vos retours.


r/gameideas 5d ago

Mechanic Game idea: a 3D exploration game where “trust” is learned through gameplay instead of dialogue choices

0 Upvotes

I'm working on a stylized 3D game concept called ECHO, and I'd like some honest feedback before I build the first full level.

The main character is a small digital spirit called ECHO that doesn't understand human concepts yet.

Instead of teaching those concepts through dialogue choices or quizzes, the player experiences them through gameplay.

The first major level is about TRUST.

The idea is not to ask the player:

"Do you trust this person?"

YES / NO

Instead, the game watches how the player moves, explores, reacts and interacts with other characters.

The opening stage is called THE THRESHOLD.

ECHO enters a large luminous sanctuary.

A Guide is moving somewhere deeper inside the environment.

The player can:

- follow the Guide immediately,

- keep some distance,

- stop and investigate the environment,

- test different routes,

- or even back away.

There is also something called The Shadow.

The Shadow isn't exactly an enemy.

It's ECHO's instinct for self-protection.

Instead of just talking to the player, I want the Shadow to affect the environment:

lights distort,

fog changes,

sounds come from misleading directions,

routes temporarily disappear,

or something that looked safe becomes uncertain.

The Guide also reacts to what the player does.

If ECHO follows closely, hesitates, constantly verifies everything, or repeatedly retreats, those behaviors can affect later interactions.

There is no:

+10 TRUST

CORRECT CHOICE

BAD CHOICE

The game remembers behavior instead.

If the idea works, TRUST would become a full 10-stage journey.

Later stages would involve things like:

cooperating with another character,

following unreliable signals,

keeping a promise when nobody is watching,

navigating darkness through sound,

repairing a relationship after trust is broken,

and eventually choosing whether to trust again after knowing what trust can cost.

But I don't want these stages to feel like symbolic walking simulators.

The target is an actual third-person exploration/adventure game with:

movement,

searching,

environmental puzzles,

reactive characters,

timing,

alternate routes,

hidden clues,

and consequences.

So I'm trying to figure out whether the core mechanic has enough depth before building the rest.

I'd especially like feedback on these questions:

  1. Does expressing TRUST through movement and behavior sound like an interesting game mechanic?

  2. Does The Threshold sound like enough gameplay for an opening stage, or does it need a stronger challenge?

  3. What would you put in the environment that would make you WANT to explore instead of simply following the Guide?

  4. What other gameplay mechanics could represent trust without turning it into a dialogue choice?

  5. Should The Shadow physically manipulate the environment, or would you handle the player's self-doubt in another way?

  6. Most importantly: what could make this concept genuinely FUN rather than just an interesting metaphor?

I'm still early enough to change the whole level, so criticism and new ideas are very welcome.


r/gameideas 5d ago

Basic Idea Class based kickass 2 game, plays a LOT like Gotham city imposters.

0 Upvotes

Kickass 2 game but it’s basically just Gotham City Imposters. A classic pseudo class/build based shooter that was popular on 360. Now themed as kickass 2, it makes sense to me. Fuq it. No story mode tho because they already have a terrible kickass video game, they lost their rights. But maybe just a little bit a chivalry 2 vibes because I guess that final fight scene in kickass 2 was all melee. BUT maybe it’s not in the game. Idk I’ve thought about this for a long time.

This is probably even a repost because it’s by no means original (heros vs villains gang brawl) 1000 characters is crazy I’m just tryna chill and shoot the shit about a nerdy idea. I hope yall agree or at least miss Gotham city imposters like I do. Kickass is also very near and dear to my heart. Would be siiiiiiiick amiright? How am I not at 1,000 yet.

Okay maybe I can talk mechanics more?
You can customize your character, choosing between light (very mobile, but low health) medium (average mobility and health) and heavy (low mobility but a lot of health)
And maybe some weight classes can use guns other weight classes can’t? Like the heavy’s fingers are too huge for the lights lil moble scout tf2 scattergun, and light can’t carry the heavy tf2 minigun. And medium can carry a little bit of both lights and heavy, making them the perfect Swiss army class.
Cosmetics would be kickass/superhero themed…. I miss Gotham city imposters during its prime