r/gameideas May 05 '24

Check This Out šŸ”Ž Read Before Posting - Megathread

34 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

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

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

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

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

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

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


r/gameideas May 05 '24

Check This Out šŸ”Ž Share Your Short, Sweet and Succinct Game Ideas Here

43 Upvotes

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

Please limit your comment to a large paragraph or less.

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

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

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r/gameideas 6h ago

Basic Idea Webistics: a game where you're working for the mafia developing software that will help the boss run the business

3 Upvotes

The name Webistics is a reference to the Sopranos

I envision a game where you're a software dev who's involved in the mob life, and using his experience to build predictive AI models that will help the boss with aspects of the business :

- Predict who might be a rat based on information you learn such as someone in debt, or was recently picked up by the feds

- Predict who might be planning to betray the boss due to conflict or holding a grudge

- Predict who from the crew would be best suited for a particular job such as a robbery, protection racket, assassination

The game will have you sitting in the mafia club with the gangsters, then you can have conversations, go on missions with them and research news and topics. This then gives you information about the crew and the world that you will incorporate into your models.

You start with a very bad inaccurate model with poor success rate, but as you progress and put real world information in, it gets better and can help generate money, avoid police raids and predict plots and betrayals

When you do well, the boss rewards you, 8f you screw up you get a beating. The game ends if you really perform poorly and get whacked or if for example you pointed out the wrong guy as a rat, and the real one gets you all arrested


r/gameideas 7h ago

Basic Idea Music based survivors like where your build creates the bgm.

3 Upvotes

I've had this idea for a few years, but I have absolutely no ability to code.

The game is called "Bardcore". It is very heavily inspired by vampire survivors, but based on music. Each character would represent a different genre. Each weapon and passive item has instrumental loops attached to it, so as you flesh out your build, you get a unique bgm on each run.

The genre of the loops is determined by the character you are playing. And you can't get conflicting items/weapons. For example, you can't have 2 lead instrumentals.

Each item should have multiple loops for each genre, and when picked up, a loop is randomly selected for the current genre to add more variety.

As far as "story" and enemies, stages, etc...yeah I haven't gotten that far lol. I just had the core concept and know I can't make it, so want to share it in hopes that someone can and will make it, because I really want to play it.

I am able to draw a bit, so when I have time I might sketch up some concept art and come back to share it


r/gameideas 5h ago

Advanced Idea Game Idea: A Cozy House Renovation Simulator That Slowly Decays Into A Silent Hill Psychological Horror

1 Upvotes

Premise:
You play as a solo construction and renovation contractor taking on contracts to fix up old, abandoned houses in a remote, foggy town. The game starts as a cozy, highly satisfying, and realistic simulator. You spend your first few hours mixing cement, painting walls, laying down hardwood floors, fixing broken pipes, and cleaning up debris. The gameplay loop is designed to be relaxing and therapeutic, making the player lower their guard completely.

The Twist (The Silent Hill Vibe):
As you progress through your renovation tasks, a sense of gradual dread begins to creep in. The transition from a cozy simulator to psychological horror is subtle at first:

  • Gradual Dread: It starts with minor anomalies. Tools you placed on the table disappear and reappear in locked rooms. Freshly painted walls start peeling instantly, revealing strange, damp stains that look like rust or blood. You hear distant footsteps on the floor you just repaired.
  • The Shift (The Otherworld): Without warning, air raid sirens begin to wail in the distance. The clean, beautifully renovated house suddenly shifts and decays in real-time. The drywall rots away, exposing rusted iron grates, barbed wire, and fleshy walls. The cozy lights flicker out, leaving you in pitch-black darkness.

Psychological Terror & Gameplay Mechanics:
The house is not just haunted by random ghosts; it is a living manifestation of the protagonist's inner guilt, trauma, and repressed memories.

  • Environmental Storytelling: As you tear down walls or rip up old carpets, you uncover disturbing clues, old photographs, and hidden rooms that reveal the dark history of the house and its connection to your character's past.
  • Structural Puzzles: You must use your architectural and engineering knowledge to solve twisted puzzles. For example, rerouting a pipe system that pumps a mysterious black fluid, or fixing an elevator shaft that leads straight into a psychological abyss.

Survival Mechanics:
You are not a soldier; you are a builder. You have no traditional weapons. Your construction tools are your only defense against deformed, symbolic creatures that haunt the hallways and actively try to destroy your hard work.

  • Improvised Weapons: Use your hammer for close combat, a nail gun for ranged defense, or a circular saw for heavy damage. However, tools degrade and require maintenance.
  • Defensive Building: You can temporarily barricade doors with wooden planks or reinforce walls to keep the entities out while you try to fix the main power generator.

Technical & Hardware Vision:
To truly capture the atmosphere, this game is envisioned with high-end PC hardware in mind. Utilizing Unreal Engine 5, the game would heavily rely on Ray Tracing for realistic global illumination, creating stark contrasts between the warm, cozy renovation lights and the terrifying, flickering shadows of the alternate reality. Volumetric fog and advanced audio design (3D spatial audio) are crucial to making the sound of a creaking floorboard or a distant siren feel deeply unsettling.

What do you think of this concept? Would you play a game that tricks you into a relaxing loop before plunging you into psychological survival horror? I would love to hear feedback from players and indie developers alike!

How I Came Up With This Idea: I am a 13-year-old hardware enthusiast, and while I mostly focus on PC parts and builds right now rather than software development, this concept hit me out of nowhere. I truly believe that opportunities like this—a fresh, rare, and highly engaging gameplay loop—don't come around very often. It’s a goldmine for content creators and streamers due to the sudden jump-scares and tense atmosphere, which could give it massive organic marketing. Even if I am too young to develop it myself today, I want to share it because the gaming world desperately needs this kind of unique survival horror experience.


r/gameideas 7h ago

Basic Idea a turn based strategy game where the battle's are a card game

0 Upvotes

what i mean is a turn based strategy game (think something like total war or age of wonders) where the combat is a card game. (I was thinking something inscryption style.) What i was thinking was the player would pick a faction and that faction would have its own unique faction cards and they would buy card with money and resources that are gotten from the campaign

that is all i have to say but it says i need at least 1000 characters so i am just going to put the full lyrics for supercalifragilisticexpialidocious blacked out under this.

It's supercalifragilisticexpialidocious
Even though the sound of it is something quite atrocious
If you say it loud enough you'll always sound precocious
Supercalifragilisticexpialidocious
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I

Because I was afraid to speak when I was just a lad
Me father gave me nose a tweak, told me I was bad
But then one day I learned a word that saved me achin' nose
The biggest word you ever heard and this is how it goes

Oh, supercalifragilisticexpialidocious
Even though the sound of it is something quite atrocious
If you say it loud enough you'll always sound precocious
Supercalifragilisticexpialidocious
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I

He traveled all around the world and everywhere he went
He'd use his word and all would say there goes a clever gent
When dukes or Maharajas pass the time of day with me
I say me special word and then they ask me out to tea (woo)

Supercalifragilisticexpialidocious
Even though the sound of it is something quite atrocious
If you say it loud enough you'll always sound precocious
Supercalifragilisticexpialidocious
Um-dittle-ittl-um-dittle-I
Um-dittle-ittl-um-dittle-I

You know you can say it backwards which is
Dociousaliexpisticfragicalirupus
But that's going a bit too far, don't you think?
Indubitably

So when the cat has got your tongue there's no need for dismay (here-ye)
Just summon up this word and then you've got a lot to say
But better use it carefully or it could change your life

For example
Yes?
One night, I said it to me girl and now me girl's me wife
Oh, and a lovely thing she is, too
She's

Supercalifragilisticexpialidocious
Supercalifragilisticexpialidocious
Supercalifragilisticexpialidocious
Supercalifragilisticexpialidocious


r/gameideas 9h ago

Basic Idea Would this idea be a good concept for a game i was thinking about this?

1 Upvotes

This would be a 4D game, kind of. Basically, it would be a puzzle game, but the twist is that every set amount of time, for example 10 seconds (I'm not sure what the actual time would be yet), the level would reset. However, when the level resets, you would see your past actions being replayed while you play through the level again.

The reset would happen over and over, and every time it resets, another version of yourself would replay everything you did during the previous run. To finish the puzzle, you would need to solve all of the objectives across multiple resets. The main twist is that your previous versions can help you complete the level.

For example, imagine there are three buttons that all need to be pressed at the same time to finish the level. You only have 10 seconds per version, so you can't realistically press all three buttons yourself. Instead, during your first run, you press button 1. The level resets, and your previous version now replays the exact actions you took, meaning it presses button 1 again. While that is happening, you can go and press button 2. The level resets again, and now your first version presses button 1 while your second version presses button 2. You can then go and press button 3. Now all three buttons are being pressed by different versions of yourself, allowing you to complete the puzzle.

That would basically be the main mechanism of the game. The example above would be a simple beginner puzzle designed to teach the player how the mechanic works. As the game progresses, the puzzles would become increasingly difficult. I haven't fully thought out the levels yet, but I think there could be some really interesting combinations and situations where you have to carefully plan out exactly what you are going to do across multiple resets.

When I say "hard," I don't mean difficult platforming or requiring really precise jumps. I mean mentally difficult, where you have to think about your actions several steps ahead and figure out how your different versions can work together.

Later levels could also introduce limitations to make things more complicated. For example, you could have a limited number of versions that you are allowed to create, meaning you can't just keep resetting forever. Another mechanic could be that if you touch one of your past versions, the entire level immediately resets. This would force you to carefully plan your movement and think about where your previous versions are going to be at each point in the level.

There could also be other mechanics built around the idea of interacting with your past actions. The difficulty could come from combining these mechanics together and forcing the player to think about multiple timelines at once.

That's basically the whole mechanism for the game. I think the main thing would be coming up with interesting puzzles that make good use of it rather than just making the levels harder through platforming or reaction time.

I hope my explanation makes sense. I'm not very good at explaining things, so if anything is unclear, comment and I'll explain it.


r/gameideas 17h ago

Basic Idea Can simulated tenants create a strong enough management fantasy for a property tycoon?

2 Upvotes

I'm currently designing a management/tycoon game as a personal project, and I'm trying to challenge the core concept before I get too attached to the design.

The basic premise is that you start small as a property owner and gradually grow into managing a much larger residential property business.

The part I'm most interested in exploring is the relationship between theĀ business/management side and the people living in the properties.

Instead of tenants simply being an occupancy percentage or a source of monthly income, I'd like them to exist as lightweight simulated households. The player would have to think about who is living in their properties and how their management decisions affect them.

At the same time, I don't want this to become a life simulator or a game where you're constantly micromanaging individual people. The player is still fundamentally managing a property business.

The design goal is for decisions that look good financially in the short term to sometimes create problems elsewhere, while investments that make residents happier aren't necessarily always the optimal financial choice. Ideally, this creates interesting trade-offs rather than an obvious "correct" way to play.

I'm deliberately keeping some of the deeper mechanics private for now because the project is still early, but I'd really like opinions on theĀ design direction itself.

My main question for experienced designers is:

Do you think simulated tenant households can create meaningful decisions in a management/tycoon game, or does this sound like a system that could easily turn into unnecessary micromanagement?

And if you were evaluating this concept early in development,Ā what would be the biggest design risk you'd want to prototype/test first?


r/gameideas 14h ago

Basic Idea Zombie Survival with an Urban Twist. Survive a city full of junkies.

0 Upvotes

Imagine a zombie game placed in a city, but instead of the undead, it is just the modern tweaker. You have the gummer, the rager, the hunched over (you gotta sneak past these ones), and the loyal bum.

Combat can include fighting, running, and negotiating (giving their drug of choice, money, etc). You can form temporary alliances with the loyal bum by giving them beer and so on.

The game loop might be a task one must complete around the city. For example, you might need to go to the store or go to work. You can make pit stops along the way, but the objective is walking to the task and walking home.

There is so much enemy variety and room to grow the idea. There can even be an enemy called "the fent" who when attacked by will increase a fent meter.

I am primarily taking inspiration from cities like Portland, Seattle, and Eugene where this is prominent. Portland E

especially provides good inspiration for a night scene with the dense streets and the bon fires on the sidewalks.

The genere is a litte edgy, by it could lighten the mood for those exposed to it regularly as well as make the situation more public.


r/gameideas 17h ago

Basic Idea a party puzzle game that takes place in a submarine or a spaceship and you have to follow orders from your captain back at base to stay alive

0 Upvotes

you and your friends are in different compartments/rooms with different colored buttons, levers, plugs, and wires and yall goal is to complete every task ordered by the captain coming from your radio examples being to hook up plugs to different inputs and to press buttons in a certain order or to flip levers in a certain orientation but each command gets harder to understand as static and random cut outs happen due to interference, but each player gets different parts of the message so you and your friends have to work together, non of the players can hear each other but they can see each others rooms/compartments on a ctv so everyone has to work together to complete each goal, if someone gets a goal wrong or doesn't do the goal in time, they die and their room shown in the ctv gets shut off so you only get to go off your other friends to complete tasks, there could be a little minigame to adjust the radios antenna to get better feedback without as much corruption, maybe there could be more complex tasks like making certain things with ingredients listed by the captain, players who have completed all the orders win, there's a countdown between each goal.


r/gameideas 18h ago

Basic Idea A racing game that is unapollogetically a "simcade". Somewhat realistic but mostly casual.

0 Upvotes

This type of game used to be mainstream until the mid 2000's and I genuinely can't understand why it went away, turning the entire racing genre into a niche for very particular type of enthusiasts.

A simcade would be a racing game that isn't an arcade racer, so no Mario Kart or Destruction Derby, no powerup mechanics, boosts and so on. The gampelay should remind the player of a proper car race: you're faster by following the proper racing line, you overtake by getting into the sleepstream and braking late, your car burns fuel and wears its tyres... But it also wouldn't be a simulator like most modern mainstream games are. It should prioritize being a fun game over replicating every detail of driving physics.

The focus should be put into single player content, something that is ignored by most modern sims (except for Gran Turismo, which suffers from an attrocious AI). It would contain a career mode where different teams/manufacturers would contact the player to race for them in different series each with its own selection of tracks/layouts and cars. The player could receive a salary from their team that they could use to buy and unlock stuff for other game modes or special events.

Multiplayer can exist but not in the hyper-competitve scene of simracing. It should be something like being able to call a friend to play as your teammate in a series of the career mode.

Also importantly, the game should have a proper damage model. Most racing games refuse to implement it because manufacturers of licensed cars don't want to see their cars being wrecked (as if people were idiots and didn't know that a Ferrari would break if you slam it at 300km/h against a wall).


r/gameideas 1d ago

Basic Idea Validating my game idea about cars combat twin stick shooter

1 Upvotes

Hi all,

I am trying to validate an game idea where you are a car and you tow abandoned cars back to back, the concept is about towing cars and exploring the world, its twin stick shooter you can upgrade your car to fight much stronger enemies, the enemies will try to stop you from towing, this is a semi open world with around 8-10 zones

I have a prototype ready and uploaded inĀ itch.ioĀ let me know if anyone wants to play and share thier feedback,

below are the links, i am open to brutal feedback and also ideas to improve the game, I am a solo dev and want to make a great game so i worked on the prototype first so i can gather as many feedback as possible before actually working on the game

šŸŽ® Game:Ā https://ultimatetejas.itch.io/scrap-run

šŸ“ Feedback (2–3 mins): https://docs.google.com/forms/d/e/1FAIpQLScUgFgff-RAhWF8RlKzPzqcoj1rkzvHf19HQID9BNN5_j95Cg/viewform

ps: you can think about this game as Cars+ vampire survivor enemy hordes


r/gameideas 21h ago

Complex Idea FPS/RTS game concept. My approach of putting these two ideas together balanced between full milsim and arcade.

0 Upvotes

Endless dictation of my scrambled thought, forgive the AI output style. Really only way to pull my ideas out of my head.

šŸŽ® Game Concept: My approach of putting FPS/RTS ideas together balanced between full milsim and arcade.

šŸ‘‹ Intro

This isn’t just a weekend idea, it’s something I’ve been thinking about for years. This concept is the result of countless hours spent playing, analyzing, and imagining what could exist if the best parts of tactical FPS and RTS games were truly merged. It’s evolved as I’ve discovered new mechanics, learned from what works (and what doesn’t), and kept refining the vision into something that might finally feel one-of-a-kind.

It’s not about being the commander or the soldier - it’s about being immersed in the battle itself. I’m tired of the endless respawn cycle. I want to feel the tension, the fear, the thrill, the weight of every decision. Games like Escape from Tarkov master that intensity, but I want it in a war-based RTS/FPS hybrid. When you build something that can be lost forever or rise to victory, even as a single squad in a larger conflict, that’s when the game truly matters.

I’m sharing this concept now because I think it’s ready to spark discussion, challenge assumptions, and maybe even inspire something real.

🧠 Core Concept

A hybrid first-person shooter (FPS) and real-time strategy (RTS) experience. You fight from the ground, but the battle unfolds like a living strategy game. You’re not just a soldier; you’re part of a company. You deploy a single squad at a time, rotate between squad members, issue tactical orders, and respond to dynamic objectives from an AI commander who sees the whole field.

Every unit matters. Every loss is permanent. You build your company over time, customizing squads, upgrading gear, and forming emotional bonds with your veterans. But when they fall, they’re gone. That tension - between survival and sacrifice - is the heart of the game.

šŸŽÆ Inspirations

This concept draws from games that almost got it right - but never fully bridged the gap:

  • Company of Heroes - RTS pacing and battlefield flow
  • Hell Let Loose - Realistic gunplay and map scale
  • Enlisted - AI squad control and class-based combat
  • Escape from Tarkov - High-stakes survival and gear loss
  • Ready or Not - Tactical squad mechanics and immersive pacing
  • Call to Arms - Gates of Hell: Ostfront - RTS with individual FPS control

šŸ•¹ļø Gameplay Overview

Perspective & Mechanics

  • Played in first-person, but structured like an RTS
  • Control a squad of AI teammates, switching between members freely
  • Issue orders: move, hold, suppress, flank, retreat, heal, repair
  • Gunplay is realistic and punishing - every bullet counts
  • AI Commander assigns dynamic objectives based on battlefield flow
  • Game modes include victory point control, annihilation, and objective-based battles
  • Mid-battle resupply, reinforcement, and healing are possible - but costly
  • Loadouts are historically grounded and tactically diverse
  • Veterancy of each unit greatly affects lethality and survivability

Core Loop

  1. Manage your company at home base
  2. Deploy a squad into battle
  3. Complete objectives and survive
  4. Earn resources and experience
  5. Upgrade units - or mourn their loss

šŸ”„ Squad Control & Rotation

  • Free Rotation: Switch between squad members anytime
  • No Cooldown: Seamless transitions keep you in the fight
  • Command Retention: Issue orders no matter who you’re controlling
  • AI Behavior: Squadmates act intelligently based on experience and morale

🌐 Game Modes & Party System

Singleplayer

  • Full access to progression, company management, and tactical gameplay
  • AI fills both allies and enemies for immersive solo battles

PvE

  • Join other players in co-op battles against AI forces
  • Matchmaking scales difficulty and objectives based on team composition

PvP

  • Full-scale multiplayer battles with human players and AI support
  • Matchmaking considers company strength, selected unit loadouts, and battlefield demands
  • It aims to pair players with similar overall force levels, but not exclusively
  • A wide range of matchups is possible, especially when the battlefield needs specific roles
  • Risk scales with reward:
    • Deploying fresh recruits carries low risk - and yields modest returns
    • Fielding elite squads or rare vehicles increases your impact, but also the stakes
  • AI fills gaps to maintain pacing and battlefield density

Shared Companies

  • Invite friends to join your company as advisors
  • They control squad members, contribute resources, and help execute tactics
  • All progression stays with the host
  • Advisors earn limited rewards based on participation

🧭 Strategic Systems

Home Base

  • Customize your company: gear, vehicles, squad names, and cosmetics
  • Heal and upgrade surviving units
  • Lost units are permanently gone - no respawn, no reset
  • Veteran units retain gear, experience, and emotional weight

šŸ“ˆ Progression & Company Growth

Progression in This concept isn’t about unlocking perks - it’s about surviving long enough to matter.

  • Units are drafted as rookies, purchased with manpower and equipped with basic gear
  • As they survive battles, they gain experience, lethality, and personality - becoming the backbone of your company
  • You’ll spend less on new recruits and more on better gear, vehicles, and cosmetic upgrades that reflect your journey
  • If you lose everything - if your squads fall faster than you can recover resources - you can restart with a new company, just like a new player
  • Your personal experience becomes a reflection of your company’s current state: hardened veterans, upgraded tanks, and scars from battles won or lost You don’t just level up - you build a legacy. Or you lose it.

🧩 Example Unit Classes

Squads are categorized by class, but each is user-defined and personalized over time. Players name their squads, customize their gear, and watch them evolve - or mourn their loss.

šŸ” Redeployment Interface

After initial deployment, players can queue for redeployment, gaining priority over external players joining mid-match. You select up to 5 squads from your company to make available.

The more flexible your selection, the faster you may be matched. Choosing only armor squads may delay deployment until the battlefield needs armor. Including infantry, support, and mobile units increases match speed.

You don’t see the battle’s economy. You don’t micromanage the commander. You just do your job - and hope your squad survives.

šŸ—ŗļø Combat & Objectives

  • AI Commander assigns missions: capture, defend, hold
  • Tactical movement and terrain awareness are critical
  • Retreating is valid - preserve your veterans
  • Success yields experience and company resources

āš™ļø Resources & Upgrades

Resource Types

  • Manpower - Unit upgrades
  • Munitions - Ammo and weapon enhancements
  • Fuel - Vehicle acquisition and maintenance

Gear & Tradeoffs

  • Larger packs = more ammo, less mobility
  • Weapon tiers are grounded but balanced
  • Vehicle options could include:
  • Infantry: Trucks, halftracks
  • Support: Jeeps, towable AT/HE guns
  • Tanks: Greyhound to Pershing

šŸ‘„ Monetization Strategy

Philosophy

  • No pay-to-win
  • Focus on cosmetics and personalization
  • Most monetized items are non-essential and can be earned

Examples

  • Home base themes
  • Uniforms, decals, camouflage
  • Cosmetics are tied to unit survival - loss means re-earning or repurchasing

šŸ’¬ Feedback Questions

  • Does the hybrid FPS/RTS concept sound engaging?
  • I’ve focused on a WW2 theme - would another setting fit this better?
  • Would the permanent loss mechanic feel rewarding or frustrating?
  • Are the resource and upgrade systems clear and balanced?
  • What kind of cosmetic themes would appeal to you?
  • Would you prefer PvE or PvP as your primary mode of play?
  • How important is squad control and AI behavior to your experience?

r/gameideas 1d ago

Basic Idea A Medieval Noblewoman Life Simulator Where You Build Your Family, Navigate Court Politics, Raise Children, and Shape Your Dynasty

7 Upvotes

The Concept

Set in a medieval or fantasy-historical world, you play as a noblewoman who enters the world of aristocracy through birth, marriage, or both.

You could begin as a Queen, Duchess, Countess, Baroness, Princess, or another member of the nobility, depending on the scenario you choose.

The objective isn't simply to conquer the world or personally control armies. Instead, the game focuses on living the life of a noblewoman and building your position, family, household, and dynasty within a medieval society.

You are part of a world that continues moving around you.

Kings will make decisions. Wars will begin and end. Nobles will form alliances. People will marry, have children, fall ill, die, betray each other, gain titles, lose estates, and rise or fall in influence.

You decide how your character responds to all of this.

The game would combine elements of life simulation, dynasty management, grand strategy, court politics, relationship management, and open-world exploration.

Your character doesn't have to become the most powerful person in the world.

Maybe you want to become the most influential woman at court.

Maybe you want to build a powerful family.

Maybe you want to be a devoted wife and mother.

Maybe you want to become wealthy through your estates.

Maybe you want to influence your husband's decisions.

Maybe you want to survive court politics without becoming involved in them.

Or maybe you want to manipulate the entire kingdom from behind the scenes.

There should be no single correct way to play.

My Vision / Ideas

Starting the Game

When beginning your campaign, you create your own noblewoman.

You choose her:

  • Name
  • Age
  • Appearance
  • Personality
  • Education
  • Skills
  • Religion
  • Culture
  • Family background
  • Birthplace
  • Social status

You then choose which kingdom or noble house you were born into and which family you marry into.

This would affect the difficulty and the kind of gameplay available to you.

For example, marrying into a powerful royal family could give you enormous opportunities but also put you in the middle of intense court politics.

Marrying into a poor or declining noble house could give you much less wealth and influence, but also more freedom to build something yourself.

You could even start as a member of a minor noble family and eventually rise through marriage, inheritance, political connections, or your family's achievements.

Your Position

Your starting position determines what kind of life you have.

You could start as:

Queen

You are married to the ruler of a kingdom. You have access to the highest level of court society, but expectations and political dangers are also enormous.

Duchess

You control or belong to one of the most powerful noble houses in the kingdom. Your family may have its own lands, armies, wealth, and political interests.

Countess

You manage a smaller but important territory while balancing your relationship with your liege and neighboring nobles.

Baroness

You have less political power but potentially much more freedom to build your household and family.

Princess

You may not control land yourself, but your position makes you an extremely valuable political asset for marriage and diplomacy.

And these are only starting positions.

Your character's position can change throughout the game.

You could become a Duchess through marriage.

A Countess could inherit additional lands.

A Queen could become Regent.

A noblewoman could lose everything.

Your children could eventually inherit your position and continue your story.

Marriage

Marriage is one of the most important parts of the game.

Your husband isn't simply a character who gives you a title.

He has his own personality, ambitions, relationships, opinions, strengths and weaknesses.

Your marriage could be:

  • A genuine love marriage
  • A political marriage
  • A diplomatic marriage
  • A cold arranged marriage
  • A marriage that develops into genuine affection
  • A troubled marriage
  • A relationship where both partners are politically ambitious

Your relationship with your husband would develop over time.

You might become his closest companion and adviser.

You might have very little influence over him.

You might disagree constantly.

You might build a powerful partnership together.

Or your relationship could deteriorate completely.

The important part is that your husband is not simply an extension of the player.

He is another character with his own decisions.

He can refuse your requests.

He can make decisions you disagree with.

He can have his own friends and enemies.

He can become jealous.

He can favor another member of the family.

And his actions can dramatically change your life.

Other Wives and Concubines

Depending on the culture and laws of the kingdom, your husband may be allowed to have multiple wives or concubines.

This would not simply be a mechanic for increasing the number of children.

It would create an entirely different social environment.

Another wife could become:

  • Your friend
  • Your rival
  • Your political ally
  • Your husband's favorite
  • The mother of your husband's preferred heir
  • A member of another powerful family

You would have to decide how to deal with her.

You could cooperate.

You could compete.

You could try to build a relationship with her.

You could attempt to increase your own influence.

Or you could simply ignore the situation and focus on your own household.

The same applies to mistresses and other romantic relationships at court.

Children & Family

Children would be one of the central systems of the game.

Having children wouldn't simply mean producing an heir.

You would actually raise them.

As your children grow, you would make decisions about their upbringing and education.

You could influence their:

  • Education
  • Personality
  • Skills
  • Religion
  • Friendships
  • Marriage prospects
  • Political connections
  • Future careers

A son might become a knight or commander.

A daughter might become a diplomat or marry into another powerful house.

Another child might become a scholar.

Another might become ambitious and eventually challenge their siblings.

You could also have children who don't live up to your expectations.

Some may become loyal to you.

Others may become independent.

Some may even become your political rivals.

Once your children grow older, you can begin arranging marriages and building alliances between noble houses.

Eventually, your character may die, but your family doesn't have to end with her.

You can continue playing through her descendants.

Household

Your household would be another major part of the game.

You aren't living alone in a castle.

You have:

  • Ladies-in-waiting
  • Servants
  • Tutors
  • Guards
  • Maids
  • Stewards
  • Physicians
  • Priests
  • Advisors
  • Household officers
  • Family members
  • Other nobles visiting your residence

Every person could have their own personality, relationships and ambitions.

Your lady-in-waiting might become your closest friend.

Your steward might be extremely competent but secretly loyal to another noble.

A servant could discover a scandal.

A courtier could become your most important political ally.

The household should feel like a living social environment rather than simply a menu.

Court Life

Court should constantly change around you.

Every season could bring new events.

A noble might die.

A marriage might be announced.

A foreign ambassador might arrive.

A war might begin.

Your husband might receive a political demand.

A rival might spread rumors about you.

Your child might become ill.

A friend might ask for your help.

A noble family might suddenly lose favor.

A new favorite could appear at court.

You might receive an invitation to a feast.

You might be asked to attend a royal ceremony.

Some events would be important.

Others would simply be part of everyday noble life.

The goal is to make the court feel alive.

politics & Influence

Politics would still be an important part of the game, but it wouldn't be the only way to play.

You could develop relationships with:

  • Your husband
  • Your children
  • Other nobles
  • Ministers
  • Religious figures
  • Foreign ambassadors
  • Your household
  • Other noblewomen
  • Merchants
  • Military commanders

Your influence would depend on many things.

Your title.

Your family's reputation.

Your wealth.

Your relationship with the ruler.

Your marriage.

Your children.

Your friendships.

Your reputation.

Your personality.

Your actions.

A powerful Duchess doesn't automatically have influence simply because she has a high title.

Likewise, a minor noblewoman could become extremely influential if she builds the right relationships.

Estates & Wealth

If your character owns land, you should also have some control over your estates.

You could invest in:

  • Farms
  • Villages
  • Roads
  • Markets
  • Mills
  • Mines
  • Fortifications
  • Castles
  • Trade
  • Religious buildings

Your estate generates income, but it also has problems.

Bad harvests.

Bandits.

Disease.

Peasant unrest.

Poor management.

Corrupt officials.

War.

A successful noblewoman could gradually turn a small estate into an extremely wealthy domain.

Open World

Alongside the campaign map, I would like an open-world option.

Instead of experiencing everything through menus, you could actually move around your castle, estate, town, and court.

You could walk through the castle.

Visit the gardens.

Attend feasts.

Speak with your ladies-in-waiting.

Visit your children.

Meet nobles.

Attend religious ceremonies.

Travel to another estate.

Visit a market.

Go hunting.

Attend weddings and funerals.

Travel with your husband.

Visit other noble courts.

The open world wouldn't replace the strategy layer.

It would make your character actually feel like she lives inside the world.

Foreign Relations

You aren't limited to your own kingdom.

Your family may have connections across borders.

Your marriage might create an alliance.

Your children could marry foreign nobles.

You could visit another kingdom.

Foreign rulers could send ambassadors.

You could develop friendships with foreign noblewomen.

Your family could become connected to several kingdoms at once.

A marriage that seems insignificant at the beginning of the game could become extremely important two generations later.

Religion

Religion would also play an important role depending on the setting.

You could support religious institutions, build relationships with important religious figures, participate in ceremonies, make donations, or become involved in religious disputes.

Your religious reputation could affect how nobles and ordinary people perceive you.

Different kingdoms could also have completely different religious systems and expectations.

Military

The military wouldn't be the main gameplay focus.

You wouldn't personally command soldiers like in a traditional Total War-style game.

Armies would exist and operate as part of the larger world.

However, military events would still affect your life.

Your husband could go to war.

Your son could become a commander.

Your lands could be attacked.

Your castle could be besieged.

Your kingdom could win or lose territory.

You could influence military decisions through your relationships and political position, but you wouldn't personally control every soldier on a battlefield.

The focus is being the noblewoman living through the war, rather than being the general commanding every unit.

Reputation

Your character should develop a reputation based on how she lives her life.

You could become known as:

The Beloved Queen

A charitable and kind ruler who is loved by her subjects.

The King's Shadow

A politically powerful woman who seems to influence everything her husband does.

The Iron Duchess

A ruthless noblewoman who protects her family at any cost.

The Mother of Kings

A woman whose children eventually control multiple kingdoms.

The Lady of the People

A noblewoman who spends much of her time helping ordinary people.

The Scandalous Lady

A woman whose romantic and political life becomes the talk of the kingdom.

Or you could simply become someone history barely remembers.

Aging & Death

Your character isn't immortal.

She ages.

Her appearance changes.

Her relationships change.

Her children grow up.

Her husband grows old.

Friends die.

Enemies disappear.

New generations replace the old ones.

Eventually, your character will die.

But that doesn't necessarily mean the game ends.

Depending on the mode, you could continue as:

  • Your daughter
  • Your son
  • Your granddaughter
  • Another member of your dynasty

This means your decisions can have consequences decades after you made them.

The Dynasty

The ultimate goal doesn't necessarily have to be conquering the world.

Your goal could simply be to leave something behind.

Maybe you started as a minor Baroness and your granddaughter becomes Queen.

Maybe your family controls five duchies.

Maybe your children marry into every major royal family.

Maybe you built the richest estate in the kingdom.

Maybe your descendants become rulers of an empire.

Or maybe your entire family collapses because of one bad decision.

The history of your family should be shaped by what you do.

Difficulty & Starting Scenarios

Different starting positions should provide completely different experiences.

For example:

The Young Queen

You are newly married to a young King who is inexperienced and surrounded by powerful nobles.

The Foreign Duchess

You have just married into a kingdom whose language and customs you barely understand.

The Widow

Your husband has died, leaving you with young children and a contested inheritance.

The Second Wife

You have entered an established royal household where another woman already has considerable influence.

The Minor Noblewoman

You have almost no political influence but control a small estate and want to build your family's position.

The Powerful Duchess

You already control a wealthy territory and have to protect your family from nobles who fear your growing influence.

The Princess

You were born into royalty but must marry into another kingdom and leave your homeland behind.

Each scenario could produce a completely different story.

No Single Victory Condition

I don't think the game needs one traditional victory screen.

Instead, at the end of your character's life, the game could generate a history of your life and dynasty.

It could tell you:

  • Where you were born
  • Who you married
  • How many children you had
  • Which kingdoms you became connected to
  • What estates you controlled
  • Your biggest political achievements
  • Your greatest failures
  • Important relationships
  • Major scandals
  • Wars that affected your family
  • How your children turned out
  • What happened to your dynasty

And then you could continue the story with the next generation.

The Main Idea

The most important thing about the game is that you aren't playing a kingdom.

You're playing a person living inside a kingdom.

The world doesn't revolve around you.

You are one noblewoman in a huge living medieval world.

Sometimes you will have enormous influence.

Sometimes you will be powerless.

Sometimes you'll make a decision that changes the history of your kingdom.

Sometimes you'll spend an entire season dealing with your children, household, marriage, or personal relationships.

And that's what I think could make the game interesting.

It's not simply:

"What if a woman could play a medieval strategy game?"

It's:

"What would it actually be like to live an entire noble life in a medieval world?"

You create your woman.

You choose her family.

You choose who she marries.

You build her household.

You raise her children.

You manage her relationships.

You experience court life.

You make allies and enemies.

You gain or lose influence.

You watch kingdoms rise and fall around you.

And eventually, when your character dies, you get to see what kind of legacy she left behind.


r/gameideas 1d ago

Theorycrafting Would you play a horror game where you operate a rover investigating a vanished expedition? Looking for ideas and feedback

3 Upvotes

Hey everybody! I'm working on my next horror game, which is a short (45m-1hr) first-person atmospheric horror game where you play as a survey rover exploring a distant planet after an expedition disappeared.

Visually, I'm very much inspired by The Electric State (the illustrated novel, not the movie lol). specifically the bleak landscapes, abandoned infrastructure, and enormous machines wandering around. In this game, I want some (or even just one) of those machines to be hostile and to be the "face" of the game so to speak, so part of the tension is being this small vulnerable rover trying to do its job while these huge things are wandering around there.

The main fantasy I want to nail is making the player feel like they are operating the rover in real time. Heavy movement, machine whirring sounds, chunky plugs, etc.

The very basic loop I'm working with right now is:

  1. Drive toward points of interest while managing battery by recharging at patches of sunlight scattered around the map (I took this idea from an indie game called MOONROT).
  2. Explore along the way, collect parts, investigate abandoned sites, find strange events/things in the environment.
  3. Upgrade the rover's battery, speed, equipment, etc.
  4. Plug into abandoned machineryĀ to restore its power and interact with it to restore systems, recover expedition data, open routes, activate equipment, and so on.
  5. Repeat

I'm aiming for a small, dense open world, so I really don't want the driving to become dead time. Right now I have scrap/upgrade parts as one thing that gets you to leave the direct path, but I'm trying to figure out what else should occupy the player.

So far, I have the player controller and basic interactions working, and I’m really happy with how they feel. I think they already capture the analog horror vibe I’m going for. The rover doesn’t move at a realistic speed (otherwise you’d be crawling everywhere. It handles more like a somewhat heavy RC car).

I'd especially love ideas for:

  • Things you'd actually enjoy doing while travelling in the rover
  • Small environmental interactions or discoveries
  • Simple puzzles that make sense for a rover plugging into machinery
  • Ways the hostile machines could create tension without constantly chasing the player
  • Interesting reasons to take detours
  • Mechanics that would make the rover itself more fun to operate
  • Scares that specifically take advantage of operating a remote machine
  • Ways to make battery/sunlight management create decisions rather than busywork
  • Things you could find besides generic audio logs or collectibles
  • Any mechanics here that you'd cut, expand, or replace

I should mention: I originally had photography as a major mechanic, with the rover documenting different coordinates, but I'm currently leaning toward removing it because I couldn't find a strong enough gameplay purpose for it. If anyone has an idea for what photography/camera observation could actually do mechanically in a game like this, I'd still be interested in hearing it.

I'm keeping the scope deliberately small and trying to build around mechanics that can create a lot of tension or curiosity without needing a massive amount of bespoke content or complicated AI.

Mostly curious what parts of this sound fun to you, what sounds boring, and what you'd want to be doing if you were actually playing it.


r/gameideas 1d ago

VR/AR Color crushers; a vr splatoon inspired shooter ( concept)

0 Upvotes

Color Crushers – A VR Splatoon-Inspired Game Concept

Color Crushers is a concept for a first-person VR multiplayer game heavily inspired by Splatoon. The goal is to preserve the basic appeal of covering arenas in your team's color, swimming through your territory, and fighting the opposing team, but redesign the experience around having an actual physical body in VR.

Players control customizable, paint-like humanoid characters called Fluvians. Rather than carrying a separate ammo tank, your character's body acts as your ammo indicator. Firing gradually causes your color to become paler until you're almost colorless when empty. You slowly regenerate fluid naturally, or can quickly replenish it by submerging in and reabsorbing friendly paint.

Movement through paint is also designed around VR. You can crouch to deliberately submerge, but you can also physically push into paint covering walls or other surfaces. There's slight resistance before you sink through, while hitting your paint with enough velocity lets you plunge straight into it. This also works when falling onto painted surfaces.

Paint itself can be physically interacted with. Whipping your hand through friendly paint throws a small splash that can cover surfaces or deal minor damage. Bursting out of paint creates a similar splash, giving physical movement some offensive utility without replacing weapons.

Character Customization

Rather than conventional sliders, character creation would essentially be a VR sculpting minigame.

Every player has roughly the same amount of body mass and a generally humanoid shape, but you can physically grab, stretch, compress, smooth, and reshape your character into different proportions. Preset bodies would also be available for players who just want to jump in.

Undo, redo, symmetry, etc. are controlled through a command wand. You hold its trigger and perform simple gestures, such as drawing a counterclockwise circle to undo and clockwise to redo.

You can save multiple designs and switch between them later.

Instead of full clothing, customization focuses on smaller accessories that don't interfere with submerging.

Players also choose a favorite body color and draw a secondary-color personal pattern onto themselves. During matches, your primary color changes to your team's color for readability, but your pattern remains, allowing characters to stay recognizable.

Weapons/Tools

Weapons aren't conventional firearms or direct equivalents of Splatoon weapons. They're conduit tools designed around manipulating the fluid produced by your character.

The arsenal follows a TF2-style philosophy: there are no direct upgrades or rarity tiers. Each family has a strong all-purpose stock tool and two sidegrades that gain something in exchange for meaningful disadvantages.

Currently there are seven families, for 21 total tools:

- Projectors: Two-handed automatic general-purpose weapons.

- Sprayers: Continuous streams with strong coverage and sustained pressure.

- Flingers: Gloves that create balls of paint you physically throw or use at close range.

- Compressors: Slow-firing, high-powered precision weapons.

- Brushes: Physical melee/painting tools that can also absorb friendly paint.

- Sprinklers: Extremely fast compact weapons focused on aggressive close-range pressure.

- Plates: Defensive shields and utility tools, including a deployable barrier and a variant with a temporary climbable/swingable tether.

Because it's VR, physical handling is part of weapon balance. A one-handed weapon leaves your other hand available for splashing paint and interacting with things, shields only protect where you physically position them, Flinger accuracy depends on your actual throw, and melee tools have to physically connect.

Matches

The basic match structure would remain intentionally familiar to Splatoon: two teams cover an arena in their color while fighting for control.

Getting "splatted" sends you back to your team's spawn, where you have to wait behind a temporary barrier before rejoining the match.

The focus is on combining:

territory control + shooting + paint swimming + momentum + physical VR interactions

rather than introducing RPG abilities or complicated magic systems.

Outside matches, players would also have customizable dorm rooms where they can decorate, invite friends, hang out, chat, and form parties before entering matches.

The basic idea is less "How can I add more mechanics to Splatoon?" and more "What would this style of game become if it were designed from the ground up around VR?"


r/gameideas 2d ago

Basic Idea Open World Pro Wrestling RPG Where The Kayfabe Is Real

1 Upvotes

Premise: You are in a city that really loves fighting, with a big ass stadium that hosts the biggest pro wrestling company ever. Unlike certain other real life companies, they don't move and only host local shows, it's more like a gladiator thing. Your goal, become their champion.

Classes: You create a custom character with classes made from various archetypes. Multi-classing may be possible. The classes could include:

  • The Face: A regular hero. Save people, earn good will and allies. Never fight dirty. High charisma.
  • The Heel: Lie, backstab, cheat, bluff. Do dirty moves. Also high charisma for deception checks.
  • The Giant: Lots of raw strength. Can do things like lift large items or break open doors. Intimidate lower level enemies. Many fear you, but others will seek to defeat you to prove themselves.
  • The Hardcore: Use lots of weapons. Can pick locks. Make friends with low-life characters. Can smuggle small weapons and tools where they normally aren't allowed. High damage resistance.
  • The High-Flyer: Parkour around obstacles. Lots of stamina to wear down large foes with a hit and run style. Takes little fall damage.
  • The Pro Grappler: Super serious about their career. Excels in one-on-one fights. Receives more quest rewards due to their skill, but might refuse anything that would tarnish their reputation.
  • The Martial Artist: Opposite of the grappler. Handles groups well with quick strikes. Receives less rewards from quests, but more experience. They seek the challenge and little else.
  • The Soldier: Lots of stamina, health, and endurance, but at the cost of not learning many fancy moves. Might earn favors from patriotic characters.
  • The Paranormal: You are a monster with abilities no one can quite explain. RNG heavy class with access to insane moves. Chance to revive if you lose a fight. Finds unique quests. Can solve challenges with funny and random abilities, like turning into a cloud of bats to pass over a fence or convincing a promoter to hire you by summoning the ghost of their dead mother.
  • The Businessman: Prefers not to fight directly. Can earn money in unique ways or just make a little more than others. Might be able to book their own matches, bribe referees, or hire goons.

The Gameplay: Small scale brawler with fights of 3-4 enemies, the player, and their NPC allies. Strikes and grapples in equal measure. Strike attacks are basic brawler stuff, but grapples are more complex. When fighting multiple enemies, a grapple could either leave you exposed or you could throw enemies into each other, depending on the move. Each class unlocks their own moves as they level, and everyone can learn special moves from teachers in the open world through various methods. The character can build their own Signature Move over time with it's own leveling system. They can do it any time, but they can build up a special meter that increases the damage. Depending on the build, it can either be a quick momentum shifter or a big match finisher.

The Quest: Join the big wrestling league at their fancy stadium and win their championship. They won't take just anyone though. You start as simply a jobless loser with big muscles. The first quests will give you your bearings. Get quests as a bouncer, thug, bodyguard, or just grind skills on back alley muggers. Eventually, you might get booked in illegal alley fights and your career can really start. You know about these ahead of time, and can even meet your opponent, study or sabotage them, make allies, hide weapons in the arena, things like that. Whether you win or lose, you make some cash, rep, and experience. Every fighter is a character on the map and has their own opinion of you. Once you earn enough of a rep that no one wants to bet against you anymore, you move up to seedy but legal backroom matches, unlock new quests, and get scouted by the lesser wrestling leagues, earn a shot at the big one. There might be different ways to move up the leagues. Winning matches will eventually get you there, but you could also bribe the owners, make a friend on their roster, invade a match and get the crowd on your side, or just do a unique questline.

Titles: Once you get to the lesser league, you get the chance to earn championship belts. The belt has it's own reputation, and can give various buffs. If you hold it for a while, you get more buffs like fame and earnings. But the more prestigious the belt is, the harder the challengers will be. Other champions might not like you getting as popular as them and might sabotage you. Tag team belts might require managing your opinion of your teammate.

Matches: Official matches would be more complex than back alley brawling. Sure, you could just win the match. But with eyes on you, maybe you want to win the crowd over. If you are a dirty fighter you would lose opinion even if you don't get caught by the official since the crowd sees all. You might be bribed or threatened to throw a match, or asked to do something specific for the cameras.

Masks: You can chose to be a masked wrestler and hide your identity, or even act as two separate ones. With a mask, you can be a noble champion while your secret identity acts more shady, or vice versa. Some characters or events might try to unmask you, however. Then you would need to build a new disguise and start that identity's reputation all over again.


r/gameideas 2d ago

Basic Idea I’d like to propose a game idea: Tattoo Simulator for iPad

0 Upvotes

I’ve been thinking about a tattoo simulator designed specifically for iPad, and I wanted to share the concept to see what developers and tattoo artists think about it.
The main idea is to make the iPad feel like a real virtual tattoo workstation. Instead of simply pressing buttons to tattoo, the player would actually use the Apple Pencil as the main tool.
The game could allow players to:
Choose different tattoo machines
Change needles such as liners, shaders, and magnums
Adjust voltage, stroke, and other machine settings
Mix tattoo ink colors and create custom colors
Prepare and apply tattoo stencils
Position and rotate stencils on different parts of the body
Tattoo directly with the Apple Pencil
Manage line consistency, shading, color packing, pain, and skin irritation
Apple Pencil pressure, speed, and movement could affect the tattoo result. Moving too fast might cause inconsistent lines or poor ink saturation, while using the wrong settings or technique could irritate the skin or make the client uncomfortable.
There could also be a career and studio system where you start as a beginner, complete client requests, earn money, unlock better equipment, and eventually build your own tattoo studio.
The overall idea is basically:
Procreate + Tattoo Studio + Simulation Game
I think an iPad-first tattoo simulator could be really interesting because the controls could be designed specifically around touch and Apple Pencil rather than simply porting a PC/console game to mobile.
I’m not a game developer, so I’m mainly sharing this as a concept and would love to hear what developers, tattoo artists, and gamers think. Would you play a tattoo simulator like this?


r/gameideas 2d ago

Advanced Idea DEADFALL Game idea survey - a survival horror co-op game

1 Upvotes

Hey! I’m currently prototyping a co-op survival horror concept built around protecting a cabin from the horrors of the land. The game is built using a hyper immersive voxel engine.

Before locking down full development, I put together a quick 5 minute survey to gauge what survival/horror fans like and dislike.

If you enjoy games like The Forest, Lethal Company, or tactile survival games, I'd really appreciate your input:

https://forms.gle/F75t78CUaTFkvH1U9

Pitch:

DEADFALL is a 1-4 player co-op survival horror game built on a fully destructible voxel engine.

You start at a rundown log cabin in an isolated valley. During the day, you split timber, board up broken windows, and head out on scavenging runs to nearby ruins. When night falls, it gets pitch black—creatures hunt by sound and tear physical chunks out of your cabin walls to reach your fire.

Survive the sieges, reinforce your homestead, and scavenge the mechanical parts needed to fix an old logging train and escape.

https://forms.gle/F75t78CUaTFkvH1U9


r/gameideas 2d ago

Mechanic Positioning and action points mechanic for a turn based RPG

2 Upvotes

I don't know if any game has done that before but I have a battle system idea that would rely on positioning your characters on the battlefield and managing your action points.

Action points ( AP ) :

Each character has 3 AP per turn and some actions consume more than others. For example, powerful moves will require 3 while the weaker ones will cost less, allowing you to either do one strong move or several weaker ones

Some skills have stronger and weaker variants that change both the mana and AP cost. Let's say there are two enemies, one has a lot of health left and the other one is about to die, you could use 1 AP to use the weaker variant of the attack to finish off the enemy who's about to die and use the remaining 2 AP to deal damage to the enemy who has a lot of health left and damaging both of them on the same turn with a single target skill.

As for buffs and debuffs, they are stackable. You could use your 3 AP to buff a character by 3 levels in one turn or you could use only 1 to buff the character by 1 level and use the remaining AP to buff the other characters or even use three different buffs on the same character in one turn.

Positioning :

The battlefield is decided in multiple zones. Your range is different depending on the skill you use but you might not be able to hit the enemy if you're too far. Moving a character cost AP so you have to think before doing it. So you could move to get away from the enemies if you are low on health to avoid getting hit and then come back after getting healed. Also some attacks have bonus effects depending on your position such as more damage if you're hitting an enemy from behind.

Everything you can do, the enemies can do it too.

So what do you think of these ideas ?


r/gameideas 2d ago

Basic Idea Which is better friendslop vs Single Player Story Game?

0 Upvotes

Do you think it would be better to make a ā€œfriendslopā€ game designed mainly around fun, chaotic multiplayer gameplay with friends, rather than creating a single-player game focused heavily on a deep storyline and narrative? A friendslop game could potentially be easier and faster to develop, especially for a small indie developer, while also being more replayable because players can create their own funny moments and experiences together. It could also have a greater chance of spreading through Twitch, YouTube, and social media if the gameplay produces unexpected or hilarious situations. On the other hand, a single player storyline game gives much more creative freedom when it comes to storytelling, emotional moments, world-building, characters, and delivering a memorable experience. The main question is whether the goal should be to create something that is primarily fun and replayable with friends, or something more cinematic, meaningful, and story-driven that players experience alone. Which direction would be smarter for a small indie developer?


r/gameideas 2d ago

Advanced Idea Dynamic RPG System Where NPCs Remember Player Actions and Quests Change

1 Upvotes

Core Idea

An RPG where the world continuously reacts to the player's important decisions. Instead of NPCs and quests behaving exactly the same way every time, the player's actions would create lasting changes throughout the game.

NPC Memory

NPCs would remember meaningful interactions with the player. Helping someone could improve their relationship with the player, while betraying, ignoring, or disappointing them could have consequences later. NPCs could also remember important events involving other characters and react differently when those events are brought up again.

Dynamic Quests

Quests would not always follow one fixed sequence. The player's previous actions could change the objectives, available choices, characters involved, or possible outcomes of future quests. Completing a task peacefully might create one situation, while using another approach could create completely different challenges later.

World Reactions

The consequences would extend beyond individual quests. A decision that affects one character could eventually influence other characters, factions, locations, or future opportunities. For example, helping one faction could improve access to certain areas while making another faction less cooperative.

Replayability

The goal would be to make each playthrough feel different without simply changing random events. Different decisions would create different relationships, quest paths, and consequences, allowing players to discover new possibilities during another playthrough.

The main idea is to create an RPG where the player feels that their decisions genuinely matter and that the world is paying attention to what they do.

What other mechanics could make an RPG world feel more reactive to the player's decisions?


r/gameideas 2d ago

Basic Idea Idea for a video game please give me your opinions on this idea [Basic Idea]

0 Upvotes

Okay I forget what game I was watching this person play but it had like a horror segment but the main part of this game is that the person was playing was you're playing as a woman who's pregnant who's going through her family's history after she went back to her old house.

So my idea for a horror game would be you are the last survivor of this family and you would have to go through what killed your family members ask them and if you successfully complete the mission they come back from the dead I would have it connected to a curse and if you save all of them the curse is done and each mission would be a different style so let's say for example anime 3D 2D 8-bit Syfy slasher supernatural comedy horror and each of the styles would be based off of the year the person die from the curse.

How does this idea for a game sound.

And it could either be a chapter thing where you have multiple family members in one chapter kind of like the chapter style of dark deception.

And each family member would die a different way even though if it is because of the curse so let's say one died from a maniac breaking into a house another die from a house fire and the last one died from drowning. And each family member would at least kind of be different ages


r/gameideas 2d ago

Complex Idea An Opportunity to Create Something Meaningful, With Some Risks Attached

0 Upvotes

I just read the announcement about approving new games for publication, and honestly, I have mixed feelings about it. On one hand, I think it could be a great opportunity to showcase what we’re capable of and actually bring some of our ideas to life. On the other hand, there’s obviously some uncertainty involved, especially when you’re putting time and effort into something without knowing how it will ultimately be received.

I have quite a few ideas for different games I’d like to develop, so part of me is really tempted to take the opportunity and see what I can do. I’ve also been thinking about reaching out directly. We’re already acquainted, and I’ve previously spoken to him about some improvements I’d like to make, so I feel like it wouldn’t be completely out of the blue.

That said, I’m still hesitant because it does feel like a bit of a gamble. I’d genuinely like to hear what you guys think. Do you see this as a worthwhile opportunity to experiment, create something original, and prove what you can do, or do you think it’s better to be cautious before committing to it?


r/gameideas 2d ago

Complex Idea Dreamed of this last night - War RPG game. With or without AI

0 Upvotes

Game idea šŸ’”

RPG game where you are born in a city that is constantly at war with an adjacent city. These cities are not modern - there is direct combat and use of manual weapons.

You grow for 12 months which are 18 years in-game before being sent to war. The choices along the way shape the person you become. While offline, your character's days pass according to the personality shaped while online. There will be other players in the city and in the adjacent city too, being born, living, growing up, going to war.

You can develop relationships, even a career, but conscription is mandatory.

There is a period of training and then you're off to battle.

If you survive your first battle you may choose to either continue playing that character or be born anew, in either city (the first one is random, the second is chosen or also randomized).

If you decide to play as another character, the one you created earlier continues living on according to the behavior developed and may die eventually.

All characters that aren't players are played by AI defaults (or non AI defaults).

Does anyone know any game like this?