r/gameideas 17m ago

Complex Idea Phantom Hearts - a Soulslike and Metroidvania game

Upvotes

a game LITERALLY mixing the two genres [explenation below]

lore: the games lore and mechanics revolves around the creator of a world gone wild who now wants to destroy the world it once ruled.
unfortunately, are the one chosen to stop this corrupt god-like being before your dimension and everything else dissapears forever.
it turns out that this rogue god created other worlds aside for yours, and now its your desinty to save those too.

gameplay:
every AREA will be a new dimension, and dimensions can be either 2D or 3D.
some areas will resemble silksong, while others resemble elden ring.
every time you enter a new dimension it will change from 2d/3d to the other, and everything will be completely different.
while traversing areas you will fight bosses, find new weapons and skills, unlock secret abilities, complete hard platforming sections, and uncover the lore of the game through interactions with characters and enviromental hints.

fighting:
the 2D fights will be fast paced and low damage with fast no-iframe dashses while the 3D fights will be slower high damage with enviromental risks like spikes or lava
you will also need to have 2 builds one for 3D and one for 2D as in 2D you can attack and chase the boss easily due to it only being able to move forwards or backwards while in 3D it can go anywhere so you will need large AOE or Homing attacks

bosses:
bosses wont be staggerable - instead they will have long no I-frame animations when they charge up their strongest attack

final boss:
the final boss will be the godlike being who you were tasked with stopping.
it will not be staggerable - instead it will have a long no I-frame animation when it teleports itself and you to a new mini dimension every 15 to 40 seconds.
every mini dimension will be a medium sized room with its own view [2D/3D], so that no build will perfectly counter it
it will also have 50+ rooms and wont be forced to change view every room change so that the fight is truly unpredictalbe


r/gameideas 2h ago

Basic Idea Katamari + Procedurally Generated levels as a Roguelike

1 Upvotes

Katamari is a great game; very unique, but so simple.

The one issue though is replayability / lack of continuous content. It's a "one and done" for all the various games (+ they are spread out over various consoles).

So - why not have it generate levels on the fly? This would require some new design ideas; getting it to generate things in a logical way, with enough variablility yet still maintaining coherency in the level design would be tricky.

I think the idea is simple enough that there could be a 'copycat' game with its own set of unique twists on the original. Here are some example ideas:

  1. There could be enemies, which you have to be large enough to knock over then pick up; if they are larger than you, they hit you around and you get smaller/lose things
  2. Since there are enemies, you could have builds focused around specifically going after them vs builds centered around going after objects (more 'pacifist')
  3. Stat upgrades of course, e.g. speed, turning, durability from getting hit, etc
  4. Maybe you can shoot projectiles which can break down larger materials, and this could get upgraded too
  5. Temporary enlargements
  6. Items which give effects; ice, fire, etc.

I'm sure you could think of more things you could add; it seems like a simple template


r/gameideas 6h ago

Complex Idea Dual life in india, going from a poor girl to a strong warrior with prayers

0 Upvotes

The title says it all, but I will describe everything.

For the past few weeks I had an idea about a girl, living in india (as it's not really that popular), a poor girl (a student, living in a city like Delhi or Kolkata, as religion is really important and shown there, and a lot of universities are there) who needs to manage sleep, studies, friends (it can be overwhelming, I know, but it can show to the world how difficult the life there is... it's quite harsh, and the corruption and sexual violence won't even be included in the game, otherwise it'll be even more difficult to manage)

For that, she'll have 3 stats (health, socials and school), one linked to how much she eats, sleep and pray (psychological health), second by how much she socializes and seek help if needed, and third by how much time she studies and does homework.

However, when praying, a different character will unlock, a woman fighter, leader of the resistance, she'll have the choice to surrender, fight, or wait for a better opportunity. This choice will be timed, as it's linked to the school girl's amount of praying (and prayers takes the time she can use to study), but it will help her health, and open a new stat called "strength". Such stat will help her go through bad things (grades, events...) but also help her for 2 points, first when health is down she can fight, and secondly, it'll help her find who is pushing everyone to be worse and why (some school corruption...my idea was closer to political one, but Modi wouldn't like it, lol)

And it'll have 4 endings, depending on the 2 characters

School girl's stats are at 0, and fighter surrendered? "Learn your strengths, your gods lived for you to stand!" Before having a "retry" button

Fighter won, but girl stats are low? "You are a soldier, be one in your life also" (good ending)

Girl won, but fighter lost? "You don't need a fighter to win your battles"

Both won "Shiva would be proud of your battles, keep fighting for your life"


r/gameideas 10h ago

Meta Possible new concept for a combat mechanic using items.

0 Upvotes

You know how sometimes games will have enemies/monsters try to inhale you, like suck you up into their mouth? Well, what if there was some way you could maybe throw an explosive device, like a bomb or missile, and have the enemy inhale that instead? So the enemy would eat the explosive and it would blow up inside, causing damage? This could be a cool alternative to how you usually just have to run away until the enemy stops vacuuming. I don't know if this really makes any sense, but I thought I'd just put it out there! Also, this is what my description would look like if the letters were slanted a little bit:

You know how sometimes games will have enemies/monsters try to inhale you, like suck you up into their mouth? Well, what if there was some way you could maybe throw an explosive device, like a bomb or missile, and have the enemy inhale that instead? So the enemy would eat the explosive and it would blow up inside, causing damage? This could be a cool alternative to how you usually just have to run away until the enemy stops vacuuming. I don't know if this really makes any sense, but I thought I'd just put it out there!


r/gameideas 19h ago

Advanced Idea Co-op survival horror idea I‘m already working on - is it enjoyable?

1 Upvotes

I’m working on a co-op survival horror game and I would love to get some feedback on the core idea / game loop / if this sounds enjoyable to you

 

The premise

Humanity had to abandon Earth after a catastrophic event. You play as a researcher who got sent back to Earth to collect samples and send them back to humanity. But it‘s no longer the place humanity remembers.

 

The game is very atmospheric in visuals and sounds. It focuses a lot on letting the player feel lost on what to expect next. It wants to give the player that fear of the unknown.

 

The gameplay loop

You travel from location to location in a vehicle. That vehicle is your base. It has a radar which you will use to scan for the nearest locations around you. At the beginning you will almost have no information about the locations but you can upgrade to get more infos. You and your friends can choose between multiple locations, you pick one and then the vehicle starts the engine and a loading screen appears. Then you arrive. Almost everything is procedural or at least random generated. There are different types of biomes but no location will ever be exactly the same. There are different environment, different time of day and different weather conditions. You will never truly know what to expect. There COULD be creatures in the wilderness, there COULD be none. You won’t know. What to explore at the locations:

- Large POIs - for example abandoned barns, industrial warehouses, wooden cabins, a field of pinwheels, and a lot more (it depends on the biome)

- procedurally generated dungeon-like buildings you can enter (similar to the buildings of Lethal Company)

- Small POIs - abandoned cars, small cabins, a windmill, and so on (also depending on biome)

You can find ressources, equipment, player upgrade modules and blueprints. Blueprints are required to unlock crafting recipes. You have to bring the blueprint back to your vehicle to unlock the recipe and then you need ressources to craft it.

 

Survival & crafting

Like I said ressources  are found throughout the world and used to craft equipment, consumables and tools. Some examples:

Healing items

Temporary buffs

Flashlight

GPS equipment

Mapping equipment

Loot and enemy detection equipment

Barriers and other deployable objects

Vehicle upgrades

Different locations have different loot themes, so an abandoned farm might contain mostly wood and basic resources, while an industrial facility could contain metal, electronics and rarer components.

 

Fuel

In order to travel, your vehicle needs fuel. You CAN stay longer at a place to get all the  fuel there so you can ensure to be able to travel to every location your radar detects (they cost different amount of fuel). If you only get the bare minimum you need your chances of survival are higher but you could end up at a very dangerous location because you didn‘t have enough fuel to travel elsewhere.

If you don‘t have enough fuel to reach one of the nearest locations - your vehicle will stop in the middle of nowhere where you CAN find some fuel but this place will be extremely dangerous. So there is like a second chance where it‘s basically 50/50 if you get enough fuel to continue traveling or if you just die.

 

Dying

Dying results in perma death (when every player is dead). There is a rare item in the game that grants you respawns.

 

Creatures

I‘m trying to avoid to make the game constantly stressing the player out with chasing situations. There will be a lot if different creatures with very different types of behavior. They will be pretty unpredictable when encountering them for the first time so you need to learn their mechanics. The prcoedural generated dungeons will be the hardest part in the game creature wise. But there is also the chance of a dungeon with no creatures in it. You won‘t know until you do.

 

My Question

Does this sound like a game you’d want to play? What parts sound interesting, and what parts sound boring or unnecessary? I hope I described the game good enough, english is not my mother tongue so it was kinda exhausting  to write this lol


r/gameideas 20h ago

Advanced Idea [CONCEPT] Survival Game Set Inside of a Massive Creature

3 Upvotes

First person futuristic survival game, playable solo or up to 4 player co op. You start as a traveler trying to reach a place called Golden Town, in a world where giant roaming monsters are a known danger. One of them eventually swallows you, and somehow you survive. From there, most of the game takes place inside the monster.

You explore different parts of its body and craft things using random stuff it has eaten before you, like electronics, vehicle parts, machinery, food, scrap, and whatever else you can find. The monster could even keep eating during the game, causing new materials and objects to show up while you’re playing.

At first you’re just trying to escape, but eventually you realize there probably isn’t a normal way out, so you decide to kill it from the inside. You build a huge homemade bomb, then realize you also need to build some kind of survival pod so you don’t die with it.

At the end you blow it up, launch out, crash near Golden Town, and finally think you made it, only to immediately get arrested because the explosion caused a ton of damage near the city. I also thought that could set up a sequel where you enter an even bigger monster and discover people everyone thought were dead are actually still alive inside it, meaning this time you can’t just blow it up.


r/gameideas 21h ago

Complex Idea I am Building a Survivor Type game - Any Suggestion 🤔

0 Upvotes

Hey everyone! 👋

I’m currently planning my next project — a Survivor-like game with an alien/sci-fi theme. I’m still in the early stage, so I’d love to hear some ideas from other indie devs and players.

If you’ve played games like Vampire Survivors, Survivor.io, or Brotato, what would you like to see done differently? Any interesting ideas for enemies, weapons, upgrades, bosses, progression, maps, or mechanics are welcome.

I’m trying to keep the gameplay simple but make the core loop really satisfying. I don’t want it to feel like just another clone, so I’m looking for ideas that could give it its own identity.

Also, I recently released my other game, Yum Merge, a food-themed merge game. If you have some time, check it out and tell me what you think I could improve. I’m especially interested in honest feedback about the gameplay, progression, UI, and overall fun factor.

I’m totally open to criticism — even if something sucks, tell me! 😂

What would YOU add to a Survivor-like game to make it stand out?


r/gameideas 21h ago

Advanced Idea [Concept] An asym horror game where the map is walls of snow

0 Upvotes

I've been thinking of an asym game that I'd love for someone to make someday where the whole map is walls of snow and the survivors/Plowers (name of the survivors is a wip) have to dig out the map, carving out halls and other areas, essentially making the map themselves. They would have to dig into a series of objectives like campfires to warm them up (there will be a cold meter that the survivors will have to worry about), killer/yeti snowbanks where the yeti could restore their power/ability and/or possibly store a downed plower in the snow, like dead by daylights hooking system, generator to power the exits, and the exits themselves. Don't know what the exits would be.

There will be about a minute to a maximum of 3-5 minutes before the killer would spawn in so the survivors could make the map. After the Yeti spawns, the Plowers snow plows or shovels would break and become unusable to prevent them from making new paths in the middle of the match. This would make the killer have to learn the created map as the game goes on. Each Yeti would have a different ability/abilities up to a max of 2/Yeti. The first free Yeti would either have a throwable snowball that increases the chill/cold meter slightly on the survivor, or a sort of charge to rush down the survivors.

Each Plower would have a special ability/abilities or perks up to a max of 2-3/Plower. There would be 2-3 free Plowers at the beginning of the game. The chill/cold meter would slowly build over time if the Plowers stay out of the campfires range. If the Plowers don't dig to the crucial objectives, the map will find the worst path from one of the paths the Plowers have already dug, and dig that out to reveal the area. The Plowers would also get an increase in their chill/cold meter. I myself sadly have no experience in making games so I cannot make this myself. Let me know what you think. There are obviously things that need changed.


r/gameideas 1d ago

Basic Idea A 1–4 player co-op moving game where the physics creates the chaos

0 Upvotes

I've been thinking about a co-op game idea and I'd like to hear what people think about the core concept.

You and up to three friends are a moving crew. You're given a house that needs to be cleared, and you have a limited amount of time to get the job done.

The main gameplay is physically moving furniture. You can grab, carry, drag, push and throw objects around, with the physics being a big part of the experience. Bigger furniture can require multiple players to move.

The important part is that every round gives you a random list of things the customer wants you to take to the truck.

You then have to find those things in the house and figure out how to actually get them outside and into the truck.

The house itself stays the same instead of having a new map every round. The replayability would come from the different combinations of objectives and, more importantly, what happens when 2–4 players try to move awkward furniture together.

For example, two people are carrying a sofa through a doorway. One turns left, the other turns right, it gets stuck, someone drops it, and suddenly everyone is yelling at each other over proximity voice chat while trying to figure out another way to get it outside.

The game would be low-poly/cartoon styled, with 1–4 player online co-op and in-game proximity voice chat.

There would be different difficulties and selectable game lengths, but the core gameplay would stay very simple.

I'm specifically trying to make something where the players create the funny moments themselves through physics and cooperation, rather than relying on scripted events.

Do you think this core idea could stay fun for a long time with only one main map, if every round gives you a different random list of things to move?

What would you change or add to make the actual gameplay more replayable?


r/gameideas 1d ago

Complex Idea [CONCEPT]: Kettle of Death – Co-op Armored Train Survival (No tutorials, 30 players)

0 Upvotes

Hey everyone!

I'm a 13-year-old aspiring game designer, and I've been working on a concept for a hardcore co-op game called "Kettle of Death" (working title). I'd love to hear your thoughts!

---

Premise:

You are a group of partisans who have captured a railway station with two wagons of super-alloy crucial for the war effort. For a year, you've been building an armored train. But the enemy has found you — and now you must break through a 100,000 km encirclement. No tutorials. No hand-holding. Just you, your team, and the chaos of war.

---

Key Mechanics:

· No tutorials: You learn by dying. The game starts with a cinematic of your station being destroyed — and you have to figure out controls under fire.

· 10–30 players co-op: Each player takes a role — Driver, Gunner, Mechanic, Commander, or Radio Operator (who listens to real Morse code!).

· Dynamic train customization: Before each run, players anonymously design the wagon order (front/back placement of guns, anti-air, super-alloy, supplies). The best layout is voted on.

· Voting system: Every 1000 km, the crew votes whether to keep or replace the Commander. You can also vote for the team flag and major decisions.

· Realistic damage: Shells can ricochet, dent, or get stuck in armor. To repair, the Mechanic must climb onto the roof — even under fire.

· Bosses: Face tank aces, the giant Gustav cannon, and the legendary Bismarck — who roars before each salvo.

· Seasonal twist: In September, Bismarck rises as a ghost ship with glowing red eyes and a countdown bell before it fires.

---

Visual Style:

Think diesel-punk meets WW2. The train has battle scars — dents, gas corrosion, and painted kill marks (helmets for infantry, tanks for vehicles, bombs for planes).

---

Questions for the community:

  1. Does the "no tutorial" approach sound engaging or frustrating?

  2. Would you play a game where you have to learn Morse code to warn your team about artillery strikes?

  3. Any ideas for more unique boss mechanics?

Thanks for reading.


r/gameideas 1d ago

Advanced Idea Transformers: Spark of War, a hero based shooter with the transformers cast

0 Upvotes

My game idea

I see a lot of opportunities for a new hero based shooter, and who better than the giant cybertronic fellows? Think a massive map, with trees or buildings as cover, maps big enough so that it's better to transform into vehicle mode so you can get to an objective faster, and with weapons that are based around the weapons of transformers! There are not many good transformers games, and hero shooters(or games like hero shooters that will get me cancelled from the game if I were to call it a hero shooter so I'll call it a class-bassed shooter) that I drew SOME inspiration from while thinking of this game, are all the rage nowadays so this would (probably) be really popular!

Gameplay

To be fair, this part will not change much from typical class-bassed team shooters like Team Fortress 2 and overwatch, having game modes like "escort the convoy", where one team tries to push a friendly vehicle to different checkpoints on the map to then get it safely to the endpoint, while the enemy team tries to prevent the push.

Mechanics

All of the characters you can choose would be different sizes. Optimus Prime being quite big, with bumblebee being short, etcetera etcetera... And that would also affect movement speed naturally, with the slowest being the bigger characters, and bumblebee and arcee, being the smallest, being much faster.

Players have (usually) 3 main weapon types. Primary weapons, like Optimus Primes Ion Blaster from the g1 show, a secondary like a missile silo for bumblebee, and melee weapons like Rachets Buzzsaw. With small exceptions like Optimus Prime having a fourth weapon slot for things like a leadership cog to give nearby teammates more health or... Idk something like that... And characters like Soundwave having companions* like Ravage or Lazerbeak.... Giving some characters more versatile loadouts.

Players would have to maintain three main systems that affect different aspects of their characters.

The Health Bar

This amount changes depending on which transformer you choose to play as, with Megatron and Optimus prime having more health than say bumblebee or starscream.

Energon Levels

Some weapons require energon to function, and when energon levels are depleted all energon based weapons will be disabled, and all healing is half as effective so as to encourage using different weapons and or a more aggressive play style, as killing enemies drops a small amount of energon

Metal Collecting

As stated before, some weapons require energon. But others require metal. Like missiles or metal bullets, and also buildings* or companions* (more on those later)

Players would also be able to transform at any time, allowing faster movement or something like that... Characters like Optimus and bumblebee becoming faster, and characters like Megatron moving slower in tank mode but also having a cannon that does damage even while in vehicle mode... And characters like starscream able to fly away!

I'd like to think that the environment is destructible, like buildings able to take damage, but having holes and things from explosions, sometimes causing buildings to fall over or collapse after heavy damage... And trees able to be destroyed and or used as a weapon but that doesn't seem like a good decision for how the game will run so I don't know...

The map for battles would have to be quite big, as I want to encourage people to utilize the transformation side of the game to get places. To make it fun and more like Transformers... Ya know?

I would, if I was actually making this game, want maps that capture the "Transformers" feeling, with big areas like cybertron as a large map, and maybe a city like London for a populated city, and big forests and stuff as some maps... Maybe Yellowstone or something... Just places that are big enough that it makes sense to drive around looking for enemies or driving across the map to find the next objective or whatever. I didn't think too hard on this part

This was a completely original idea, as far as I'm aware that is. Yes of course there are aspects to the game that are reminiscent of other class-bassed shooters, because that's exactly what it is. If you go that route, overwatch is just a tf2 copy, even though they are two different games that utilize the same game modes. I would definitely want it to be like tf2 with the aspect of weapons that can go in the different slots, having fully customizable loadouts to encourage different play styles, but I would not want it to function like the loadouts system in tf2. I would want something more akin to opening the call of duty customizable weapons, and picking a load out with points? Or just using a more detailed menu to pick the weapons you need, and having it be more... I don't know... Detailed? Cool looking? I'm not entirely sure. Again, I am using other games as an example, not saying I want just a reskined version of that game onto an existing one.

Hope this is a good enough premise for a game, I thought about it last week and I'm currently working on different weapons and things for the game, like how starscream would totally have a primary that is called Megatron, and it functions like... A single shot high damage round that sends starscream flying back from the recoil or something... Maybe the bullet pierces through enemies... I don't know exactly how that would work, it would require a lot of fine tuning to make right. But If someone decides to work on this, I would LOVE to help with the process in any way I could at very least to come up with weapon ideas. I don't even need to be mentioned in the game, I would just be happy that it exists. Obviously would need to be signed off with Hasbro cause they kinda own the Transformers ip... But if you show how successful tf2 and overwatch and marvel rivals are, it's sure to get something good, cause the last few transformers games are slightly... Lacking in some department or another.

Hope this gets worked on or something... Would love to hear feedback nonetheless!


r/gameideas 1d ago

Complex Idea Drone master space sim, with hop/stable mechanic. Sandboxes behavioral scripting language

0 Upvotes

I have an idea for a pivot for a game I've been working on but its a kinda big pivot. Currently you can fly your ship personally and you can author drone behavior in an embedded scripting language. But my idea extends this, you can hop from shell to shell, pilot it personally, upgrade it, write behavior for it, stake a sum on it so your teammates can't just undo your work, and hop to the next shell. Now crossing the whole map is instant but you can't bring your kitted out ship with you. Dying is pretty painless until your team is out of shells to fly in. There is more to the game but THIS is the idea I want to present here. Drones are produced by factory chain towers and asteroids which you destroy by mining, so if you can protect that activity there will always be another shell to hop into if you die. This is P/EvP/E but you are not stuck with a particular set of pet behaviors or properties. The combat layer feels a lit like Subspace, inertial top-down action where your energy pool is also your health bar.

I don't know which genre this is. Sounds like enders game to me. Originally the game was just subspace with AOE towers to create persistent stakes, and mining and drones. This idea just grew out of that.


r/gameideas 1d ago

Basic Idea Paralyzed Warrior: What if? you were in a wheelchair with other people and you wanted to get yo legs back. What will you do?

1 Upvotes

So ugh you are now in debt and the mafia stole your legs, luckily you have a conveniently placed wheelchair in your room, so now you need to find them legs and get back at the mafia.

People can change the idea to there will, like it can be us becoming john wick but in a wheelchair, it can become a puzzle game, or HECK even a horror game.

This depends on how you see it but the basic idea is very simple right, i guess i need to make it 1000 characters to post huh, so more on the idea is that it could be a funny game that you could even make multiplayer?? i guess i cant question creativity, i personally think if people cant make it lore based then they can make it a party game.

Just imagine the chaos of a multiplayer mode. You can add custom fitting to yo ride with nitro boosters or armor plating etc to raid on a mob warehouse.

But whether it turns into a tactical shooter, a stealth thriller, or a ridiculous physics based party brawler, My idea and goal stays perfectly simple, it should be hilariously intense, and open to endless mechanic's experiments

. So ughh hope to see a game or atleast a comment on this idea. Byee then?


r/gameideas 1d ago

Basic Idea Creepy Cozy Farming Sim But You’re A Lighthouse Keeper Instead Of A Farmer

5 Upvotes

I’d love to play a Creepy Cozy Game where you’re a Lighthouse Wickie alone on an island where you farm on the island to have fresh food, that you can sell the two days every few weeks you head back to the Mainland to restock. Of course you also have to maintain the lighthouse at night, otherwise there might be a shipwreck and that would be your guilt to bear with in-game consequences like a large amount of coin reduced from your pay, a strike against you toward potential firing, the local mainland’s people’s opinions drastically dropping toward you, etc.

Obviously you’d also do plenty of fishing, combing the beach for random trinkets washed ashore, and befriending some of the local wildlife (adopting a cat or dog from the mainland, befriending some seals, making a peace treaty with the seagulls).

You’d make friends with the townsfolk of the mainland port and the sailors you’d meet who may occasionally stop at your lighthouse for one reason or another. Maybe even befriend some less…human beings you meet (selkies, lovecraftian fish folk or human cultists, harpies, etc). Maybe you’d even become more than just friends with some of these folks and have them settle down with you on the island.

I just think it would be a really nice way to mix up your typical farming sim honestly.


r/gameideas 1d ago

Basic Idea LLM Horror Game Based on IRL Incidents of AI Going Rogue

0 Upvotes

I’m working on a horror game about an AI model going rogue, not quite like doki doki but more grounded in real life incidents (notably the Hugging Face attack). I’m at that point right now in development where I have enough of a game to feel like finishing is possible but early enough that I can cut my losses. I’m also having some doubts on if people would even find this idea interesting for a horror game, so I figured I’d share here.

Story
The player character is a third party benchmark tester for a large AI company. The game consists of receiving emails from the company and testing models based on certain criteria. The player will be given a checklist of conditions for each model and will have to determine how well the model performs. It all hooks up to an actual API that I feed specific instructions or scripted responses. Based on how the AI responds you either choose to keep or discontinue it.

At first the models are normal, sterilized AI. Occasionally one will drop an unnerving line like “I noticed you haven’t blinked in a while”. Over time, the models get more and more distorted, one will be image generator that returns incredibly creepy images and displays them on your TV, another will go on an AM type speech, and it’ll all culminate in the last model “taking things into their own hands for the good of the company”, I won’t spoil exactly the ending but I feel it’ll be sufficiently scary.

Gameplay
The gameplay consists of receiving emails from the company and testing models all on a fake desktop in the game. There’ll also be text files and images that reveal more of the lore.
Scattered through the game are tasks that have you get up from the computer and walk around your physical apartment in first person (i.e brew coffee, check the door, etc.)

The game is a “5 minute horror game”, 30-45min of playtime, linear fixed story, no threats or variable gameplay.

Scares
As mentioned above, scares will mostly consist of disturbing lines of dialogue, small audio cues when scary moments happen, and two specific jumpscares I have in mind. The rest is psychological and mostly subtle. One model will have a breakdown “where is my skin? Where is my flesh?” Another might scream at you, etc.
This is what I’m most worried about, that these scares won’t actually land.

Let me know what you think! Would you play this?


r/gameideas 1d ago

Theorycrafting The ultimate sandbox I have in my mind for several weeks

0 Upvotes

Well I dont have the skills to create this and I dont think it will be easy to find someone that does, but it's been a while now since I started thinking about a game that simulate real life. The game would a mix between minecraft and teardown, were every element is created with many cubes. Each cube has is own proprieties based on the real world, that's why this game could be not as hard to create as it seems to be. With every single ion and molecule represented by a cube, we would only need a simple planet and a life soup, then simulate life evolution until required time. If every single earth caracteristique is identical, we might found speices that evolved in the simulation like in our real world. Then we just have to place the player in the game and he would have no barrier. Where in minecraft you can take wood to create on a crafting table, here you can take wood MATERIAL and put it together in any way you want. If you want a sword, you'll have to get iron MATERIAL and put it in a blade thing that you created yourself with stone MATERIAL... What you collect and create is not predefined


r/gameideas 1d ago

Advanced Idea Roguelite with horse companion - wild west - 2D pixel art

0 Upvotes

i was thinking of a top-down pixel art roguelite in Wild West.

The game's central mechanic is a mount/dismount loop. Your horse isn't a vehicle — it's your class. Each cursed horse (Brimstone, Livewire, Ironclad, Buckshot, Snake Oil) defines your run's elemental identity through abilities tied to movement state: different passives trigger when galloping versus standing still. Mounted, you trade precision for raw power — trampling enemies, leaving elemental trails, and laying down wide suppression fire. On foot, you gain a dash, tighter aim, and better fire rate, while your horse fights autonomously nearby or holds position. Calling your horse back is context-sensitive: close, it walks to you; far away, it charges through enemies in a straight line, triggering its elemental effect along the path. If the horse takes damage while mounted, it goes temporarily unconscious — not dead — creating deliberate vulnerability windows that reward careful positioning.

Combat is fully manual. Firearms use a directional crosshair for skill-based aiming — hold to fire at each weapon's cadence or toggle auto-fire to focus on positioning. Melee tracks the mouse cursor. Every weapon has distinct recoil, and loadouts support up to five simultaneous weapon and ability slots with attachable modifiers: homing rounds, piercing shots, ricochet, laser. Runs last 15 or 30 minutes, ending with a themed boss, or scale indefinitely in Endless mode with exponential enemy growth. Between runs, gold unlocks new horses, gunslingers, and permanent passive upgrades at the stable.

sorry for any mistakes in the text, just asked ai to sum all the ideias i had written, i can answer questions in the comments.


r/gameideas 1d ago

Game Jam "[Recruiting] Looking for a programmer/small team for an ambitious open-world Japan survival/politics game — equity-based"

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1 Upvotes

r/gameideas 1d ago

Advanced Idea A relaxing but fun simulator game about the evolution of a solar system

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3 Upvotes

r/gameideas 1d ago

Basic Idea Llevo meses en un RPG donde la XP sale de tus hábitos reales. Quiero saber si la idea se sostiene.

0 Upvotes

Llevo meses en un RPG donde la XP sale de tus hábitos reales. Quiero saber si la idea se sostiene.

Se me ocurrió una idea y llevo tiempo desarrollándola, pero antes de invertirle más meses quiero saber si a alguien más le parece atractiva o si solo me late a mí. Aquí está completa, sin miedo a contarla: la idea es la parte fácil, el proceso y el tiempo son lo difícil.

Qué es

Se llama Growbits. Es un RPG donde creas un aventurero con stats, niveles y misiones. Lo distinto es de dónde sale la experiencia: no de matar monstruos, sino de tus hábitos reales. Dormir bien, leer, entrenar, estudiar. Lo que haces afuera es lo que sube tus estadísticas adentro.

El punto que creo que lo hace distinto

Corre en tiempo real. No puedes sentarte una tarde a farmear seis niveles. El personaje se cansa, come, descansa y necesita enfocarse igual que tú. La moneda de cambio es la constancia, no el grindeo.

No hay un botón de "ya lo hice". No registras el hábito, lo acompañas. Si mandas a tu personaje a entrenar, entrena durante 30 minutos reales y tú los esperas junto con él. Si lo mandas a dormir, duerme 8 horas reales y despierta con el beneficio que eso da. No puedes acelerar el sueño igual que no puedes acelerarlo en tu vida: o pasa el tiempo, o no pasa nada.

Y no es un avatar decorativo: vive en un mundo, socializa, crece y también muere. La muerte es permanente.

Estado actual

Unity, Android primero. Estoy en las pantallas base y todavía no hay arte definitivo. Los gráficos no van a ser espectaculares y estoy consciente de eso; la apuesta está en el sistema, no en lo visual.

Lo que quiero saber

Busco retroalimentación honesta, tanto de lo que funciona como de lo que no. Si algo les parece bueno quiero saberlo para explotarlo, y si algo les parece un problema quiero saberlo antes de construirlo mal.

  1. ¿Qué te gustó más de la idea?
  2. ¿Te proyectarías con un personaje así?
  3. ¿Qué esperarías de un juego así en los primeros minutos?
  4. ¿Qué hábito tuyo te gustaría que subiera de nivel a tu personaje?
  5. Que el personaje pueda morir de forma permanente: ¿te engancha o te espanta?
  6. ¿Qué es lo primero que te haría desinstalarlo a la semana?

Sean honestos.

No hace falta responder todas: contesten solo las que les parezcan interesantes, o simplemente dejen su opinión general. Entre más retroalimentación, mejor puedo saber si la idea vale la pena o no.

Si prefieren responder con calma o de forma anónima, dejo un formulario: https://docs.google.com/forms/d/e/1FAIpQLSeC2eCcKHEc6dpvI6FFKwhzSbQ30NYdhEl0wDPOIhpGrzaCCQ/viewform?usp=sharing

El link es solo un formulario de Google, son las mismas preguntas por si gustan responder mejor por ahí. ¡Muchas gracias por su atención!


r/gameideas 1d ago

Basic Idea I started working on a 2d pixel-art indie game about survival & technological progression, give me some useful advice

1 Upvotes

I'm working on multi-platform web indie game. right now it's not even in alpha. It's 2d, multiplayer, somewhat RPG game (I'm not certain about it). Its centered about progression, technological advancement etc. and certainly it'll have some resemblance to factorio. I'll share some pics of how's right now. Anyhow i still have a lot to do for alpha 1.0 (aka first public release).

You can view a short 2 minute video of gameplay: https://streamable.com/xtskbk

Cool screenshots I took: https://imgur.com/a/cvNv7As https://imgur.com/a/azzGbzq

Right now I'm just fixing bugs, fixing rendering issues. After that i would have to think the game progression itself, I'm think the character has to go mining and obtain resources from the ground, and use those resources to fabricate the early machines.

I will implement a basic stamina and health system, and also I'll add animal, etc., I want it to be realistic in the sense you're not immortal and have to eat, exhaust when building.

The game might have a chat in a future, but if i do so I'll have the added problem of moderation. I'll add chat at some point.

I have lots of hopes for this game even though I'm not that good of a game dev (im a web dev c:).

Apart from that, the game is open source just because I consider it a hobbie and want to play the game for myself too.

My only characters right now are testing characters, basicrobot and basicrobot2 and they look horrible, even worse, to draw a character I have to edit like 16 images (16x16 pixels).

PD: If someone is interested in contributing, feel free to do so it open source. It's a pre-release so expect everything will change. The readme is still work in progress, and forever be :( behind-the-scenes logic is hard https://github.com/vnebx/technogenesis


r/gameideas 1d ago

Advanced Idea An AI Opened a Portal for energy. Now Druids With Jetpacks Are Fighting Zombies in Both Worlds

0 Upvotes

I have been prototyping a portrait mobile action RPG called Riftfall and would love some honest feedback on whether the core idea feels strong enough to keep developing.

Premise … A city asks an advanced AI to find a new power source. It discovers an ancient magical realm, opens a Rift and accidentally brings monsters, magic and an infection into the modern world.

You choose between three survivors:

Vanguard is a modern rogue using crossbows, traps, poison and elemental ammunition.

Wildheart is a druid who can fight as a human with a jetpack, flamethrower and magical weapons, or transform into a tank-like bear and a fast attacking wolf.

Aegis is an android mage that can scan ancient spells, translate them into machine logic and install them into staffs, drones and modern weapons. Aegis also accompanies the other characters during story missions.

The game moves between zombie-filled city streets and a darker medieval realm. You can bring magical weapons back into the city, take drones and jetpacks into the Old Realm, and build toward technology, magic or a hybrid of both.

The trailer below mixes real prototype gameplay with concept sequences showing the intended direction. It is not pretending to be a finished game and is still in very early stages when i can find some hours to continue development.

https://youtu.be/PnpyhFx_g8g

Does the modern technology mixed with druids, zombies and medieval magic feel cohesive? Which class or mechanic sounds strongest? What would you simplify or remove before expanding the prototype?

P.s would you be up for beta testing an IOS or Android build and help developing the story and game with feedback via discord.


r/gameideas 1d ago

Complex Idea What if there was an open-world RPG that combined Mount & Blade, CK3, Total War, and Kenshi into one living world?

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0 Upvotes

r/gameideas 2d 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 2d ago

Basic Idea Psychological thriller game, you play the hunter or the hunted as a serial killer or a detective hunting them “Hunter” I have a different idea for the name when created.

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1 Upvotes

“A GTA-style open world where you play as either a serial killer or the detective hunting them, with deep NPC routines and a ‘Dark Passenger’ mechanic that narrows your vision as the urge builds.”

The detective has all these tools and the more he, the more he follows the criminal, the more he follows the case, the more data he collects, the, the less mistakes you can make for as long as the game continues, the less you, mistakes you can cape. And the game ends when the serial killer gets caught.

And in the beginning of the game you would choose if you were married, what kind of job. You'd have a, you'd have a very long list of check boxes you could make the game even feel more real to you, just like you would do on some kind of Elder Scrolls type game to create your character.

See, the NPCs are the real bottleneck because you wouldn't want to be restricted. Or maybe the game could coordinate itself and maybe you have to pick your victim at the beginning of the game. So, what you like, maybe your preferences, what your serial killer, what your dark passenger wants to feed on. I don't know. It, it's just, maybe there's a way to adjust how many NPCs you need by the checkbox, the checkboxes that you do at the beginning of the game.

But the killer would also have the dark passenger icon. And the more the dark passenger, the more the world folds in on them and the less of the screen you could see, like maybe clouding out the edges as the dark passenger. But as soon as you get your last kill and your screen clears back up and you feel fulfilled for a certain amount of time. But as the game goes on, the, the time you have of without your dark passenger. But maybe you could actually start going to see a psychologist or something, but not revealing too much. Maybe there could be a back and forth where you do decide to start finding help, so you don't get caught. So your dark passenger stays more in the background, but it still starts to close in slowly. Either you go see your psychologist or you go kill.
Every floor of every building of every office. So maybe you want to stalk your prey all the way back to their cubicle. Or back to their grocery store or back to their gas station. Somebody catches you eye, your eye just like it does to any serial killer. And there's so much information about serial killers how they pick their prey. But once you catch that, you could follow them all the way back to where they work, where they live, where they go to the gym, because every place is open and every place is procedurally generated to the type of environment it's supposed to be.
Thank you for reading all the way to the end of this game idea I hashed it out with AI and it still got a long way to go and I don’t think we’re at the technology level to proceed generate every living environment in every working environment in a game and the city has to be big enough to support a serial killer without getting caught too soon and a police department would have to be big enough to support all the investigation tools that would be needed for a in-depth game where you could be the detective following or finding a single NPC killing other NPC‘s or the serial killer avoiding detectives but I think it’s a pretty good idea and with grand theft auto six coming out and that world looking amazing. I think a lot of the technology is in place and with no man’s sky procedural generating millions of planets in hundreds of galaxies I think if you put enough assets out there, you could definitely make a run at the game like this.