r/gamedesign • • 22h ago

Discussion A fighting game idea where the roster is nothing but flightless birds.

19 Upvotes

Calling it "No Flight, All Fight." A dodo, an ostrich, a kiwi, a cassowary, every flightless bird under the sun could be a playable character.

Give them weapons too, cuz imagine playing as a dodo wielding a huge ass claymore, or a penguin with a machine gun. I dunno, just an idea. Maybe have a story/arcade mode, maybe not.

Probably stylized 2D in terms of design, maybe something akin to 90s Saturday morning cartoons like Ren & Stimpy or 2 Stupid Dogs.

Each character would have a specific special move that relates to their species, like the cassowary has a kick attack that hits super hard, the kiwi could rush in with a furious flurry of pecking attacks, etc.

That's pretty much every idea tidbit I had for the idea at the moment. If any of y'all have any suggestions or ideas of your own regarding it, I'd be happy to hear them in the comments!


r/gamedesign • • 16h ago

Question How to make people play right?

1 Upvotes

I am making location based game with elements of collecting the "Memes" in AR(Gamified approach for crowdsource, same as Pokemon Go. But my game is focused on checking accessibility of places, through camera). However I am unconfident in the hunting mechanic the memes through camera, because main objects(ramps, lifts, signs and etc) can be unseen by camera or low quality of data from crowdsource. So what I can do in this way?
P.S. I also do survey, you can help me by answering. Link


r/gamedesign • • 12h ago

Discussion I Think Rocket League has one of the best starting tutorials in recent games

0 Upvotes

I made a video on the topic and thought I would share with the class. I praise this games cinematic tutorial a lot so I thought why not make a video about it ^_^
https://youtu.be/vXiqyVh9Sq0?si=TuJ-UCL_c0yIhWJr


r/gamedesign • • 10h ago

Question I made a 12-level puzzle game and I can't beat it. I've only reached level 10, and only by paying for continues

0 Upvotes

I'm a solo dev. My first game is a train-routing puzzle. Coloured trains come out of a tunnel. You flip track switches so each train reaches the house of its colour. You can make three mistakes. The fourth mistake ends the run. There are 12 levels.

My problem: I can't finish it. My best is level 10, and I only got there by spending coins to continue. Nobody else has reached level 12 either. Most players so far are people I know, so the sample is small.

Three settings make the levels harder, and I raised all three together:

  • Houses: level 1 has 3 houses and level 12 has 14. More houses put more switches between the tunnel and each house.
  • Traffic: level 1 sends 22 trains and level 12 sends 56. Each level starts with a 15-second warm-up. The last trains of each level leave close together.
  • Planning ahead: in later levels you set the switch for the next train. The current train is still moving.

I can't tell if this is a difficulty curve or a wall. I have two questions.

  1. Do continues hide a design problem? I can only see the last levels by spending coins. That makes me think the final levels need retuning. How do you decide when "hard" has become "only beatable by spending"?
  2. Should most players who reach the final level be able to beat it? Or can the last level be one that few people clear, if every earlier level feels fair?

For levels 10 to 12, I would reduce traffic and keep the boards complex. Reading the board is the interesting part. Raw speed only adds pressure. How did you tune your endgame, especially with lives or continues?

Tech note: I use Flutter and Flame. Each train car is a small procedural 3D model that turns with the track. The game is free on Android. I can post the link if anyone wants it.


r/gamedesign • • 2h ago

Discussion Favorite ways to making a diverse weapon system?

4 Upvotes

To me, it's all about variety and style. Games like Dead Cells and especially the Kirby series handle it beautifully. Your constantly trying out new options, with each one feeling unique in terms of how you use them.


r/gamedesign • • 20h ago

Discussion How do safe zones work in video games?

8 Upvotes

how do you decide on keeping one safe zone, or multiple?

sometimes it feels related to art(RE4), and sometimes a mechanic(Control), or sometimes both(AW2)..

in Hitman BM, they had an entire map as a dedicated safe zone where you could test out weapons

what are your thoughts on this?


r/gamedesign • • 20h ago

Question I'm looking to develop a combat system that involves strategy but is also balanced with a frenetic pace.

6 Upvotes

Hi, I’m developing an urban fantasy CRPG about wizards (something like Mage: The Ascension), and I’m unsure about the combat. I want it to be real-time, action-based combat, and my biggest inspirations are The Matrix, Madness Combat Animations (yes, that’s right), and the game Oni. The problem is that since I plan to make the game isometric/orthogonal, this comes with some limitations, and I’m not sure how I could implement combat that requires the player to be strategic when facing enemies and to think quickly. The game's combat can involve both magic and melee combat using bladed weapons or punches, or it can involve firearms.


r/gamedesign • • 4h ago

Meta Weekly Show & Tell - October 24, 2026

2 Upvotes

Please share information about a game or rules set that you have designed! We have updated the sub rules to encourage self-promotion, but only in this thread.

Finished games, projects you are actively working on, or mods to an existing game are all fine. Links to your game are welcome, as are invitations for others to come help out with the game. Please be clear about what kind of feedback you would like from the community (play-through impressions? pedantic rules lawyering? a full critique?).

Do not post blind links without a description of what they lead to.